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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 1.146 by root, Tue Jun 6 08:35:22 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: recording multiple macros results in only one macro recorded
12 (maybe also for floorbox) 12- IMPORTANT: texture reload not working on scaras machine
13- IMPORTANT: quit-button, somewhere! 13- IMPORTANT: pickup ratio not settable?
14 * dialog, der warnt ein savebed aufzusuchen. 14- IMPORTANT: tooltips that are near the bottom of the screen should be completely visible.
15- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 15- IMPORTANT: history for completer (cursor-up)
16- IMPORTANT: lose/regain mapping might clear messgae log 16- IMPORTANT: bind keys using the completer
17 (maybe this happens when its being updated when the window isn't mapped => no 17- IMPORTANT: map-clicking is still off-by-one randomly
18 window context?) 18- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
19- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 19- IMPORTANT: pickup, spell-list etc. try to send commands to the server even when $CONN is not available
20- IMPORTANT:_ map feedback... e.g. when clicking on it
21- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
22- IMPORTANT: '.' in map should repeat last command
23- important: center and improve dialogs (create cFClient::UI::Dialog)
24- IMPORTANT: user interface (window positions etc.) should be saved, but
25 b) widget layout is nontrivial as to not obscure map
26 c) need better way to center map then middle-button, maybe map overview
27 (but updates will be slow UPDATE updates are not at all slow).
28- IMPORTANT: verify and correct connection-dependent texture management
29- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
30- IMPORTANT: message log slider goes too far down.
31- IMPORTANT: focus mapwidget on login
32- IMPORTANT: font reconfigure works very badly.
33 20
34should be solved/investitaged before release: 21should be solved/investitaged before BETA release:
22- maybe support mb4/mb5 on selected widgets to facilitate scrolling
23 (inventory, spell list, messge log...) => marc
24- add lmb mouse = cast, mmb2 = invoke or so to spell list.
25- maybe open the help viewer on the first start, or a simple dialog that
26 initially lists keybidings for gcfclient converts.
27- add a "serve rinfo" setup page that tells you what the server supports
28 and more importantly what it does not support.
29- message log/textview flickers on update.
30- binding window and editor layout broken for long recordings
31- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
32 (use popups, not buttons)
33- minor: skill list which shows XP and lets u bind stuff
34- adding another notebook page "Debug" that sets debnugging flags might or
35 might not help tracking down bugs in the field?
36- log messages received and commands sent to ~/.crossfire/log.$ip
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
38 (after starting, press quit)
39- mapmap (overview) - scroll visible area by clicking/dragging
40- maybe move window managing functionality into toplevel: better window management (graphical feedback)
41- the player weight somehow updates strangely when dropping/picking up
42 (update: is this still the case?)
43
44should be solved/investigated before 1.0 release:
45- what happened to the dialog being shown when modifiera are pressed, showing
46 keybindings for this modifier?
47- slider e.g. in setup/Spells is not updated when becoming visible
48- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
49- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
50- enter runmode when cursor-key repeats (maybe not?)
51- better focus management: put focus onto active windows, remove it again later
52 (mainly to speed up gui interaction when map isn't important).
35- cairo/win32 looks like shit (premultiplied alpha bug?) 53- cairo/win32 looks like shit (premultiplied alpha bug?)
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 54 (despite horrendous efforts, this is likely not fixable except by building a custom
37 (after starting, pressing login with connection refused, then close window) 55 libcairo for win32).
38- flopper/menu imrpovement: 56 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
39 * things that are menus should act more like menus 57- the binding editor should have a append-record mode or something like that
40 * inmventory etc. should fade-in automatically when used 58- 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. 59 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 60- sliders do not change size after reconfigure.
43- enter runmode when cursor-key repeats 61- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
44- mapmap (overview) - scroll visible area by clicking/dragging 62- investigate fill widget option.
45- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 63- win32, fow_tetxure sometimes nukes other textures
46- maybe move window managing functionality into toplevel 64 (mostly fixed, but still there: displays list and texture uploads do not go well together)
47- better window management (graphical feedback) 65- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
48 66- completer should know more about arguments, e.g. cast summon pet monster,
49low priority: 67 or that some commands do not take arguments ("drop all").
68- textview should not snap to bottom on resize.
69- alt+cursor == diagonal
50- look into extendedmapinfo 70- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map 71- 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. 72- try to synchronize local animation speed with server updates to save on screen refreshes.
54- player list from server for tell etc. commands 73- player list from server for tell etc. commands
55- examine etc., should use extendeddrawinfo or sth. similar 74- examine etc., should use extendeddrawinfo or sth. similar
56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 75- 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 76- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
91allocating id 73 110allocating id 73
92OK 111OK
93set_face 4784 => 73 112set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 113libpng warning: Ignoring gAMA chunk with gamma=0
95 114
115 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.
116 /*first pass*/
117 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
118 glDepthMask(FALSE); /*disable Z buffer*/
119 if (premultpliedTransparency)
120 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
121 else
122 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
123 /*render the object here*/
124
125 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:
126 /*second pass*/
127 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
128 glDepthMask(FALSE); /*disable Z buffer*/
129 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
130 /*render the object with alpha replaced with 1-a*/
131
132 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:
133 /*third pass*/
134 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
135 glDepthMask(TRUE); /*enable Z buffer*/
136 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
137 /*render the object with alpha replaced with 1*/
138
139

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