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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.74 by root, Wed May 24 03:29:19 2006 UTC vs.
Revision 1.128 by root, Mon Jun 5 03:06:04 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: win32, fow_tetxure sometimes nukes other textures 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
14- IMPORTANT: lose/regain mapping might clear messgae log 14- IMPORTANT: history for completer (cursor-up)
15 (maybe this happens when its being updated when the window isn't mapped => no 15
16 window context?) 16- message log/textview flickers on update.
17 (this might be fixed now, watch out for it) 17- binding window and editor layout broken for long recordings
18- IMPORTANT:_ map feedback... e.g. when clicking on it 18- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
19- IMPORTANT: ' and " and / should go into compketer :) 19 (use popups, not buttons)
20- IMPORTANT: '.' in map should repeat last command 20- minor: skill list which shows XP and lets u bind stuff
21- IMPORTANT: user interface (window positions etc.) should be saved, but
22 b) widget layout is nontrivial as to not obscure map
23 c) need better way to center map then middle-button, maybe map overview
24 (but updates will be slow UPDATE updates are not at all slow).
25- IMPORTANT: message log slider goes too far down.
26- IMPORTANT: focus mapwidget on login
27- IMPORTANT: font reconfigure works very badly.
28 21
29should be solved/investitaged before release: 22should be solved/investitaged before release:
30- auto-download of all faces from the server in the bg. 23- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
31- many sliders should have labels attached. 24 and add column titles (also for other tables like inventory and bindings)
32- widgets need to know about their visibility. the inventory 25- log messages received and commands sent to ~/.crossfire/log.$ip
33 completely redraws itself on every animation change, even when its not visible. 26- the binding editor should have a append-record mode or something like that
34- cairo/win32 looks like shit (premultiplied alpha bug?) 27- cairo/win32 looks like shit (premultiplied alpha bug?)
28 (despite horrendous efforts, this is likely not fixable except by building a custom
29 libcairo for win32).
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, pressing login with connection refused, then close window) 31 (after starting, press quit)
37- flopper/menu imrpovement: 32- better focus management: put focus onto active windows, remove it again later
38 * things that are menus should act more like menus 33 (mainly to speed up gui interaction when map isn't important).
39 * inmventory etc. should fade-in automatically when used
40- add menu itemds for inventory items: mark/inscribe etc. 34- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
41- remove wrap_mode hack from texture and make it a per-texture operation
42- enter runmode when cursor-key repeats 35- enter runmode when cursor-key repeats (maybe not?)
43- mapmap (overview) - scroll visible area by clicking/dragging 36- mapmap (overview) - scroll visible area by clicking/dragging
44- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 37- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
45- maybe move window managing functionality into toplevel 38- maybe move window managing functionality into toplevel
46- better window management (graphical feedback) 39- better window management (graphical feedback)
40- the player weight somehow updates strangely when dropping/picking up
47 41
48low priority: 42low priority:
43- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
44- investigate fill widget option.
45- win32, fow_tetxure sometimes nukes other textures
46 (mostly fixed, but still there: displays list and texture uploads do not go well together)
47- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
48- completer should know more about arguments, e.g. cast summon pet monster,
49 or that some commands do not take arguments ("drop all").
50- textview should not snap to bottom on resize.
49- alt+2cursor == diagonal 51- alt+cursor == diagonal
50- look into extendedmapinfo 52- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map 53- 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. 54- try to synchronize local animation speed with server updates to save on screen refreshes.
54- player list from server for tell etc. commands 55- player list from server for tell etc. commands
55- examine etc., should use extendeddrawinfo or sth. similar 56- examine etc., should use extendeddrawinfo or sth. similar
56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 57- 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 58- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
91allocating id 73 92allocating id 73
92OK 93OK
93set_face 4784 => 73 94set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 95libpng warning: Ignoring gAMA chunk with gamma=0
95 96
97 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.
98 /*first pass*/
99 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
100 glDepthMask(FALSE); /*disable Z buffer*/
101 if (premultpliedTransparency)
102 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
103 else
104 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
105 /*render the object here*/
106
107 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:
108 /*second pass*/
109 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
110 glDepthMask(FALSE); /*disable Z buffer*/
111 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
112 /*render the object with alpha replaced with 1-a*/
113
114 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:
115 /*third pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(TRUE); /*enable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1*/
120
121

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