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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.70 by root, Mon May 22 02:23:10 2006 UTC vs.
Revision 1.127 by root, Mon Jun 5 02:25:10 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: drop should be shift-click, or aply should be shift click, normal click should no drop 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12 (maybe also for floorbox) 12 together with removing query dialog altogether.
13- IMPORTANT: quit-button, somewhere! 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
14 * dialog, der warnt ein savebed aufzusuchen. 14- IMPORTANT: history for completer (cursor-up)
15- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 15
16- IMPORTANT: lose/regain mapping might clear messgae log 16- binding window and editor layout broken for long recordings
17 (maybe this happens when its being updated when the window isn't mapped => no 17- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
18 window context?) 18- minor: skill list which shows XP and lets u bind stuff
19- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better.
20- IMPORTANT:_ map feedback... e.g. when clicking on it
21- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
22- IMPORTANT: '.' in map should repeat last command
23- important: center and improve dialogs (create cFClient::UI::Dialog)
24- IMPORTANT: user interface (window positions etc.) should be saved, but
25 b) widget layout is nontrivial as to not obscure map
26 c) need better way to center map then middle-button, maybe map overview
27 (but updates will be slow UPDATE updates are not at all slow).
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 19
34should be solved/investitaged before release: 20should be solved/investitaged before release:
21- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
22 and add column titles (also for other tables like inventory and bindings)
23- log messages received and commands sent to ~/.crossfire/log.$ip
24- the binding editor should have a append-record mode or something like that
25- rethink message display in lower left corner
35- cairo/win32 looks like shit (premultiplied alpha bug?) 26- cairo/win32 looks like shit (premultiplied alpha bug?)
27 (despite horrendous efforts, this is likely not fixable except by building a custom
28 libcairo for win32).
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 (after starting, pressing login with connection refused, then close window) 30 (after starting, press quit)
38- flopper/menu imrpovement: 31- better focus management: put focus onto active windows, remove it again later
39 * things that are menus should act more like menus 32 (mainly to speed up gui interaction when map isn't important).
40 * inmventory etc. should fade-in automatically when used
41- add menu itemds for inventory items: mark/inscribe etc. 33- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
42- remove wrap_mode hack from texture and make it a per-texture operation
43- enter runmode when cursor-key repeats 34- enter runmode when cursor-key repeats (maybe not?)
44- mapmap (overview) - scroll visible area by clicking/dragging 35- mapmap (overview) - scroll visible area by clicking/dragging
45- 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
46- maybe move window managing functionality into toplevel 37- maybe move window managing functionality into toplevel
47- better window management (graphical feedback) 38- better window management (graphical feedback)
39- the player weight somehow updates strangely when dropping/picking up
48 40
49low 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
50- look into extendedmapinfo 49- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map 50- save only dirty cached maps, and save dirty maps != current map
52- inventory update must be incremental (too slow) (really? check)
53- try to synchronize local animation speed with server updates to save on screen refreshes. 51- try to synchronize local animation speed with server updates to save on screen refreshes.
54- player list from server for tell etc. commands 52- player list from server for tell etc. commands
55- examine etc., should use extendeddrawinfo or sth. similar 53- examine etc., should use extendeddrawinfo or sth. similar
56- 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.).
57- 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
91allocating id 73 89allocating id 73
92OK 90OK
93set_face 4784 => 73 91set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 92libpng warning: Ignoring gAMA chunk with gamma=0
95 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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