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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.73 by root, Tue May 23 21:14:41 2006 UTC vs.
Revision 1.168 by root, Sun Jun 18 17:13:25 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: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
12 (maybe also for floorbox) 12 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
13- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 13- IMPORTANT: new key bindings not shown, pleae look over the whole keybinding thing, there are myriads of little bugs (elmex)
14- IMPORTANT: lose/regain mapping might clear messgae log 14- IMPORTANT: recording multiple macros results in only one macro recorded
15 (maybe this happens when its being updated when the window isn't mapped => no 15- IMPORTANT: texture reload not working on scaras machine (maybe now)
16 window context?) 16- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
17 (this might be fixed now, watch out for it) 17- IMPORTANT: put keybindings and loginname and related info into $CFG->{profile}{default} so
18- IMPORTANT:_ map feedback... e.g. when clicking on it 18 we can add profiles *later*.
19- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
20- IMPORTANT: '.' in map should repeat last command
21- important: center and improve dialogs (create cFClient::UI::Dialog)
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: verify and correct connection-dependent texture management
27- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
28- IMPORTANT: message log slider goes too far down.
29- IMPORTANT: focus mapwidget on login
30- IMPORTANT: font reconfigure works very badly.
31 19
32should be solved/investitaged before release: 20should be solved/investitaged before BETA release:
33- auto-download of all faces from the server in the bg. 21- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
34- many sliders should have labels attached. 22- the binding dialog is sometimes behind all windows
35- widgets need to know about their visibility. the inventory 23- maybe support mb4/mb5 on selected widgets to facilitate scrolling
36 completely redraws itself on every animation change, even when its not visible. 24 (inventory, spell list, messge log...) => marc
25- add lmb mouse = cast, mmb2 = invoke or so to spell list.
26- maybe open the help viewer on the first start, or a simple dialog that
27 initially lists keybidings for gcfclient converts.
28- binding window and editor layout broken for long recordings
29- minor: skill list which shows XP and lets u bind stuff
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, press quit)
32- mapmap (overview) - scroll visible area by clicking/dragging
33- maybe move window managing functionality into toplevel: better window management (graphical feedback)
34- the player weight somehow updates strangely when dropping/picking up
35 (update: is this still the case?)
36
37should be solved/investigated before 1.0 release:
38- what happened to the dialog being shown when modifiera are pressed, showing
39 keybindings for this modifier?
40- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
41- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
42- enter runmode when cursor-key repeats (maybe not?)
43- better focus management: put focus onto active windows, remove it again later
44 (mainly to speed up gui interaction when map isn't important).
37- cairo/win32 looks like shit (premultiplied alpha bug?) 45- cairo/win32 looks like shit (premultiplied alpha bug?)
38- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 46 (despite horrendous efforts, this is likely not fixable except by building a custom
39 (after starting, pressing login with connection refused, then close window) 47 libcairo for win32).
40- flopper/menu imrpovement: 48 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
41 * things that are menus should act more like menus 49- the binding editor should have a append-record mode or something like that
42 * inmventory etc. should fade-in automatically when used 50- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
43- add menu itemds for inventory items: mark/inscribe etc. 51 and add column titles (also for other tables like inventory and bindings)
44- remove wrap_mode hack from texture and make it a per-texture operation 52- sliders do not change size after reconfigure.
45- enter runmode when cursor-key repeats 53- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
46- mapmap (overview) - scroll visible area by clicking/dragging 54- investigate fill widget option.
47- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 55- win32, fow_tetxure sometimes nukes other textures
48- maybe move window managing functionality into toplevel 56 (mostly fixed, but still there: displays list and texture uploads do not go well together)
49- better window management (graphical feedback) 57- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
50 58- completer should know more about arguments, e.g. cast summon pet monster,
51low priority: 59 or that some commands do not take arguments ("drop all").
60- textview should not snap to bottom on resize.
52- alt+2cursor == diagonal 61- alt+cursor == diagonal
53- look into extendedmapinfo 62- look into extendedmapinfo
54- save only dirty cached maps, and save dirty maps != current map 63- save only dirty cached maps, and save dirty maps != current map
55- inventory update must be incremental (too slow) (really? check)
56- try to synchronize local animation speed with server updates to save on screen refreshes. 64- try to synchronize local animation speed with server updates to save on screen refreshes.
57- player list from server for tell etc. commands 65- player list from server for tell etc. commands
58- examine etc., should use extendeddrawinfo or sth. similar 66- examine etc., should use extendeddrawinfo or sth. similar
59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 67- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
60- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 68- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
94allocating id 73 102allocating id 73
95OK 103OK
96set_face 4784 => 73 104set_face 4784 => 73
97libpng warning: Ignoring gAMA chunk with gamma=0 105libpng warning: Ignoring gAMA chunk with gamma=0
98 106
107 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.
108 /*first pass*/
109 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
110 glDepthMask(FALSE); /*disable Z buffer*/
111 if (premultpliedTransparency)
112 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
113 else
114 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
115 /*render the object here*/
116
117 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:
118 /*second pass*/
119 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
120 glDepthMask(FALSE); /*disable Z buffer*/
121 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
122 /*render the object with alpha replaced with 1-a*/
123
124 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:
125 /*third pass*/
126 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
127 glDepthMask(TRUE); /*enable Z buffer*/
128 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
129 /*render the object with alpha replaced with 1*/
130
131

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