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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.79 by root, Thu May 25 01:26:52 2006 UTC vs.
Revision 1.134 by root, Mon Jun 5 21:14:53 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: win32, fow_tetxure sometimes nukes other textures 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12 (mostly fixed, but still there: displays list and texture uploads do not go well together) 12 together with removing query dialog altogether.
13- IMPORTANT: lose/regain mapping might clear messgae log 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
14 (maybe this happens when its being updated when the window isn't mapped => no 14- IMPORTANT: history for completer (cursor-up)
15 window context?) 15- IMPORTANT: bind keys using the completer
16 (this might be fixed now, watch out for it) 16
17- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop. 17- message log/textview flickers on update.
18- IMPORTANT:_ map feedback... e.g. when clicking on it 18- binding window and editor layout broken for long recordings
19- IMPORTANT: user interface (window positions etc.) should be saved, but 19- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
20 b) widget layout is nontrivial as to not obscure map 20 (use popups, not buttons)
21 c) need better way to center map then middle-button, maybe map overview 21- minor: skill list which shows XP and lets u bind stuff
22 (but updates will be slow UPDATE updates are not at all slow).
23 22
24should be solved/investitaged before release: 23should be solved/investitaged before release:
25- rethink message display in lower left corner 24- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
26- auto-download of all faces from the server in the bg. 25 and add column titles (also for other tables like inventory and bindings)
27- many sliders should have labels attached. 26- log messages received and commands sent to ~/.crossfire/log.$ip
28- widgets need to know about their visibility. the inventory 27- the binding editor should have a append-record mode or something like that
29 completely redraws itself on every animation change, even when its not visible.
30- cairo/win32 looks like shit (premultiplied alpha bug?) 28- cairo/win32 looks like shit (premultiplied alpha bug?)
29 (despite horrendous efforts, this is likely not fixable except by building a custom
30 libcairo for win32).
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 32 (after starting, press quit)
33- flopper/menu imrpovement: 33- better focus management: put focus onto active windows, remove it again later
34 * things that are menus should act more like menus 34 (mainly to speed up gui interaction when map isn't important).
35 * inmventory etc. should fade-in automatically when used
36- add menu itemds for inventory items: mark/inscribe etc. 35- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
37- remove wrap_mode hack from texture and make it a per-texture operation
38- enter runmode when cursor-key repeats 36- enter runmode when cursor-key repeats (maybe not?)
39- mapmap (overview) - scroll visible area by clicking/dragging 37- mapmap (overview) - scroll visible area by clicking/dragging
40- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
41- maybe move window managing functionality into toplevel 39- maybe move window managing functionality into toplevel
42- better window management (graphical feedback) 40- better window management (graphical feedback)
41- the player weight somehow updates strangely when dropping/picking up
43 42
44low priority: 43low priority:
44- sliders do not change size after reconfigure.
45- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
46- investigate fill widget option.
47- win32, fow_tetxure sometimes nukes other textures
48 (mostly fixed, but still there: displays list and texture uploads do not go well together)
49- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
50- completer should know more about arguments, e.g. cast summon pet monster,
51 or that some commands do not take arguments ("drop all").
45- textview should not snap to bottom on resize. 52- textview should not snap to bottom on resize.
46- alt+2cursor == diagonal 53- alt+cursor == diagonal
47- look into extendedmapinfo 54- look into extendedmapinfo
48- save only dirty cached maps, and save dirty maps != current map 55- save only dirty cached maps, and save dirty maps != current map
49- inventory update must be incremental (too slow) (really? check)
50- try to synchronize local animation speed with server updates to save on screen refreshes. 56- try to synchronize local animation speed with server updates to save on screen refreshes.
51- player list from server for tell etc. commands 57- player list from server for tell etc. commands
52- examine etc., should use extendeddrawinfo or sth. similar 58- examine etc., should use extendeddrawinfo or sth. similar
53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
54- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 60- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
88allocating id 73 94allocating id 73
89OK 95OK
90set_face 4784 => 73 96set_face 4784 => 73
91libpng warning: Ignoring gAMA chunk with gamma=0 97libpng warning: Ignoring gAMA chunk with gamma=0
92 98
99 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.
100 /*first pass*/
101 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
102 glDepthMask(FALSE); /*disable Z buffer*/
103 if (premultpliedTransparency)
104 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
105 else
106 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
107 /*render the object here*/
108
109 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:
110 /*second pass*/
111 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
112 glDepthMask(FALSE); /*disable Z buffer*/
113 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
114 /*render the object with alpha replaced with 1-a*/
115
116 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:
117 /*third pass*/
118 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
119 glDepthMask(TRUE); /*enable Z buffer*/
120 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
121 /*render the object with alpha replaced with 1*/
122
123

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