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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 1.152 by root, Thu Jun 8 05:35:07 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: win32, fow_tetxure sometimes nukes other textures 13- IMPORTANT: pickup ratio not settable?
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- IMPORTANT: bind keys using the completer
16 window context?) 16- IMPORTANT: map-clicking is still off-by-one randomly
17 (this might be fixed now, watch out for it) 17- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
18- IMPORTANT:_ map feedback... e.g. when clicking on it 18- IMPORTANT: gauge size adjustment wreaks havoc
19- IMPORTANT: ' and " and / should go into compketer :)
20- IMPORTANT: '.' in map should repeat last command
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 19
29should be solved/investitaged before release: 20should be solved/investitaged before BETA release:
30- auto-download of all faces from the server in the bg. 21- maybe support mb4/mb5 on selected widgets to facilitate scrolling
31- many sliders should have labels attached. 22 (inventory, spell list, messge log...) => marc
32- widgets need to know about their visibility. the inventory 23- add lmb mouse = cast, mmb2 = invoke or so to spell list.
33 completely redraws itself on every animation change, even when its not visible. 24- maybe open the help viewer on the first start, or a simple dialog that
25 initially lists keybidings for gcfclient converts.
26- add a "serve rinfo" setup page that tells you what the server supports
27 and more importantly what it does not support.
28- binding window and editor layout broken for long recordings
29- minor: skill list which shows XP and lets u bind stuff
30- adding another notebook page "Debug" that sets debnugging flags might or
31 might not help tracking down bugs in the field?
32- log messages received and commands sent to ~/.crossfire/log.$ip
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit)
35- mapmap (overview) - scroll visible area by clicking/dragging
36- maybe move window managing functionality into toplevel: better window management (graphical feedback)
37- the player weight somehow updates strangely when dropping/picking up
38 (update: is this still the case?)
39
40should be solved/investigated before 1.0 release:
41- what happened to the dialog being shown when modifiera are pressed, showing
42 keybindings for this modifier?
43- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
44- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
45- enter runmode when cursor-key repeats (maybe not?)
46- better focus management: put focus onto active windows, remove it again later
47 (mainly to speed up gui interaction when map isn't important).
34- cairo/win32 looks like shit (premultiplied alpha bug?) 48- cairo/win32 looks like shit (premultiplied alpha bug?)
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 49 (despite horrendous efforts, this is likely not fixable except by building a custom
36 (after starting, pressing login with connection refused, then close window) 50 libcairo for win32).
37- flopper/menu imrpovement: 51 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
38 * things that are menus should act more like menus 52- the binding editor should have a append-record mode or something like that
39 * inmventory etc. should fade-in automatically when used 53- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
40- add menu itemds for inventory items: mark/inscribe etc. 54 and add column titles (also for other tables like inventory and bindings)
41- remove wrap_mode hack from texture and make it a per-texture operation 55- sliders do not change size after reconfigure.
42- enter runmode when cursor-key repeats 56- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
43- mapmap (overview) - scroll visible area by clicking/dragging 57- investigate fill widget option.
44- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 58- win32, fow_tetxure sometimes nukes other textures
45- maybe move window managing functionality into toplevel 59 (mostly fixed, but still there: displays list and texture uploads do not go well together)
46- better window management (graphical feedback) 60- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
47 61- completer should know more about arguments, e.g. cast summon pet monster,
48low priority: 62 or that some commands do not take arguments ("drop all").
63- textview should not snap to bottom on resize.
49- alt+2cursor == diagonal 64- alt+cursor == diagonal
50- look into extendedmapinfo 65- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map 66- 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. 67- try to synchronize local animation speed with server updates to save on screen refreshes.
54- player list from server for tell etc. commands 68- player list from server for tell etc. commands
55- examine etc., should use extendeddrawinfo or sth. similar 69- examine etc., should use extendeddrawinfo or sth. similar
56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 70- 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 71- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
91allocating id 73 105allocating id 73
92OK 106OK
93set_face 4784 => 73 107set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 108libpng warning: Ignoring gAMA chunk with gamma=0
95 109
110 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.
111 /*first pass*/
112 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
113 glDepthMask(FALSE); /*disable Z buffer*/
114 if (premultpliedTransparency)
115 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
116 else
117 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
118 /*render the object here*/
119
120 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:
121 /*second pass*/
122 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
123 glDepthMask(FALSE); /*disable Z buffer*/
124 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
125 /*render the object with alpha replaced with 1-a*/
126
127 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:
128 /*third pass*/
129 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
130 glDepthMask(TRUE); /*enable Z buffer*/
131 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
132 /*render the object with alpha replaced with 1*/
133
134

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