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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.72 by root, Tue May 23 00:31:28 2006 UTC vs.
Revision 1.172 by root, Tue Jun 20 08:49:39 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: bind to ke yin complete has no effetc (and should be verbose)
12 (maybe also for floorbox) 12- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
13- IMPORTANT: quit-button, somewhere! 13 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
14 * dialog, der warnt ein savebed aufzusuchen. 14- IMPORTANT: new key bindings not shown, pleae look over the whole keybinding thing, there are myriads of little bugs (elmex)
15- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 15- IMPORTANT: recording multiple macros results in only one macro recorded
16- IMPORTANT: lose/regain mapping might clear messgae log 16- IMPORTANT: texture reload not working on scaras machine (maybe now)
17 (maybe this happens when its being updated when the window isn't mapped => no 17- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
18 window context?)
19 (this might be fixed now, watch out for it)
20- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better.
21- IMPORTANT:_ map feedback... e.g. when clicking on it
22- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
23- IMPORTANT: '.' in map should repeat last command
24- important: center and improve dialogs (create cFClient::UI::Dialog)
25- IMPORTANT: user interface (window positions etc.) should be saved, but
26 b) widget layout is nontrivial as to not obscure map
27 c) need better way to center map then middle-button, maybe map overview
28 (but updates will be slow UPDATE updates are not at all slow).
29- IMPORTANT: verify and correct connection-dependent texture management
30- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
31- IMPORTANT: message log slider goes too far down.
32- IMPORTANT: focus mapwidget on login
33- IMPORTANT: font reconfigure works very badly.
34 18
35should be solved/investitaged before release: 19should be solved/investitaged before BETA release:
36- many sliders should have labels attached. 20- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
37- widgets need to know about their visibility. the inventory 21- the binding dialog is sometimes behind all windows
38 completely redraws itself on every animation change, even when its not visible. 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- binding window and editor layout broken for long recordings
28- minor: skill list which shows XP and lets u bind stuff
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- what happened to the dialog being shown when modifiera are pressed, showing
38 keybindings for this modifier?
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).
39- cairo/win32 looks like shit (premultiplied alpha bug?) 44- cairo/win32 looks like shit (premultiplied alpha bug?)
40- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 45 (despite horrendous efforts, this is likely not fixable except by building a custom
41 (after starting, pressing login with connection refused, then close window) 46 libcairo for win32).
42- flopper/menu imrpovement: 47 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
43 * things that are menus should act more like menus 48- the binding editor should have a append-record mode or something like that
44 * 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)
45- add menu itemds for inventory items: mark/inscribe etc. 50 and add column titles (also for other tables like inventory and bindings)
46- remove wrap_mode hack from texture and make it a per-texture operation 51- sliders do not change size after reconfigure.
47- enter runmode when cursor-key repeats 52- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
48- mapmap (overview) - scroll visible area by clicking/dragging 53- investigate fill widget option.
49- 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
50- maybe move window managing functionality into toplevel 55 (mostly fixed, but still there: displays list and texture uploads do not go well together)
51- better window management (graphical feedback) 56- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
52 57- completer should know more about arguments, e.g. cast summon pet monster,
53low 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
54- look into extendedmapinfo 61- look into extendedmapinfo
55- save only dirty cached maps, and save dirty maps != current map 62- save only dirty cached maps, and save dirty maps != current map
56- inventory update must be incremental (too slow) (really? check)
57- 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.
58- player list from server for tell etc. commands 64- player list from server for tell etc. commands
59- examine etc., should use extendeddrawinfo or sth. similar 65- examine etc., should use extendeddrawinfo or sth. similar
60- 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.).
61- 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
95allocating id 73 101allocating id 73
96OK 102OK
97set_face 4784 => 73 103set_face 4784 => 73
98libpng warning: Ignoring gAMA chunk with gamma=0 104libpng warning: Ignoring gAMA chunk with gamma=0
99 105
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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