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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 1.137 by root, Mon Jun 5 21:45:00 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- IMPORTANT: bind keys using the completer
16- IMPORTANT: lose/regain mapping might clear messgae log
17 (maybe this happens when its being updated when the window isn't mapped => no
18 window context?)
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 16
34should be solved/investitaged before release: 17should be solved/investitaged before BETA release:
18- maybe open the help viewer on the first start, or a simple dialog that
19 initially lists keybidings for gcfclient converts.
20- put metaserver list into scrolled viewport, move Use button to back,
21 add tooltips, close together with setup dialog or even notebook page
22 becoming invisible.
23- message log/textview flickers on update.
24- binding window and editor layout broken for long recordings
25- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
26 (use popups, not buttons)
27- minor: skill list which shows XP and lets u bind stuff
28- adding another notebook page "Debug" that sets debnugging flags might or
29 might not help tracking down bugs in the field?
30- log messages received and commands sent to ~/.crossfire/log.$ip
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit)
33- mapmap (overview) - scroll visible area by clicking/dragging
34- maybe move window managing functionality into toplevel: better window management (graphical feedback)
35- the player weight somehow updates strangely when dropping/picking up
36 (update: is this still the case?)
37
38should be solved/investigated before 1.0 release:
39- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
40- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
41- enter runmode when cursor-key repeats (maybe not?)
42- better focus management: put focus onto active windows, remove it again later
43 (mainly to speed up gui interaction when map isn't important).
35- cairo/win32 looks like shit (premultiplied alpha bug?) 44- cairo/win32 looks like shit (premultiplied alpha bug?)
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 45 (despite horrendous efforts, this is likely not fixable except by building a custom
37 (after starting, pressing login with connection refused, then close window) 46 libcairo for win32).
38- flopper/menu imrpovement: 47 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
39 * things that are menus should act more like menus 48- the binding editor should have a append-record mode or something like that
40 * inmventory etc. should fade-in automatically when used 49- 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. 50 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 51- sliders do not change size after reconfigure.
43- enter runmode when cursor-key repeats 52- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
44- mapmap (overview) - scroll visible area by clicking/dragging 53- investigate fill widget option.
45- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 54- win32, fow_tetxure sometimes nukes other textures
46- maybe move window managing functionality into toplevel 55 (mostly fixed, but still there: displays list and texture uploads do not go well together)
47- better window management (graphical feedback) 56- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
48 57- completer should know more about arguments, e.g. cast summon pet monster,
49low priority: 58 or that some commands do not take arguments ("drop all").
59- textview should not snap to bottom on resize.
60- alt+cursor == diagonal
50- look into extendedmapinfo 61- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map 62- 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. 63- try to synchronize local animation speed with server updates to save on screen refreshes.
54- player list from server for tell etc. commands 64- player list from server for tell etc. commands
55- examine etc., should use extendeddrawinfo or sth. similar 65- examine etc., should use extendeddrawinfo or sth. similar
56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 66- 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 67- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
91allocating id 73 101allocating id 73
92OK 102OK
93set_face 4784 => 73 103set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 104libpng warning: Ignoring gAMA chunk with gamma=0
95 105
106 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.
107 /*first pass*/
108 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
109 glDepthMask(FALSE); /*disable Z buffer*/
110 if (premultpliedTransparency)
111 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
112 else
113 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
114 /*render the object here*/
115
116 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:
117 /*second pass*/
118 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
119 glDepthMask(FALSE); /*disable Z buffer*/
120 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
121 /*render the object with alpha replaced with 1-a*/
122
123 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:
124 /*third pass*/
125 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
126 glDepthMask(TRUE); /*enable Z buffer*/
127 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
128 /*render the object with alpha replaced with 1*/
129
130

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