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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.81 by root, Thu May 25 03:24:29 2006 UTC vs.
Revision 1.174 by root, Sun Jun 25 18:30:56 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: history for completer (cursor-up) 11- IMPORTANT: spell list => scorll down => "Pickup" => scrollbar not updated
12- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 12- IMPORTANT: bind to key in complete has no effect
13- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 13 + fixed
14 (mostly fixed, but still there: displays list and texture uploads do not go well together) 14 - (and should be verbose) (elmex: what is meant by 'verbose' ?)
15- IMPORTANT: lose/regain mapping might clear messgae log 15- IMPORTANT: new key bindings not shown,
16 (maybe this happens when its being updated when the window isn't mapped => no 16 + key bindings do refresh now correctly
17 window context?) 17 - please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
18 (this might be fixed now, watch out for it) 18- IMPORTANT: recording multiple macros results in only one macro recorded
19- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop. 19 - how to 'record multiple macros'? (elmex: please explain)
20- IMPORTANT:_ map feedback... e.g. when clicking on it 20- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
21- IMPORTANT: user interface (window positions etc.) should be saved, but 21 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
22 b) widget layout is nontrivial as to not obscure map 22- IMPORTANT: texture reload not working on scaras machine (maybe now)
23 c) need better way to center map then middle-button, maybe map overview 23- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
24 (but updates will be slow UPDATE updates are not at all slow).
25 24
26should be solved/investitaged before release: 25should be solved/investitaged before BETA release:
27- rethink message display in lower left corner 26- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
28- auto-download of all faces from the server in the bg. 27- the binding dialog is sometimes behind all windows
29- many sliders should have labels attached. 28- maybe support mb4/mb5 on selected widgets to facilitate scrolling
30- widgets need to know about their visibility. the inventory 29 (inventory, spell list, messge log...) => marc
31 completely redraws itself on every animation change, even when its not visible. 30- add lmb mouse = cast, mmb2 = invoke or so to spell list.
32- cairo/win32 looks like shit (premultiplied alpha bug?) 31- maybe open the help viewer on the first start, or a simple dialog that
32 initially lists keybidings for gcfclient converts.
33- binding window and editor layout broken for long recordings
34- minor: skill list which shows XP and lets u bind stuff
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit) 36 (after starting, press quit)
35- flopper/menu imrpovement:
36 * things that are menus should act more like menus
37 * inmventory etc. should fade-in automatically when used
38- add menu itemds for inventory items: mark/inscribe etc.
39- remove wrap_mode hack from texture and make it a per-texture operation
40- enter runmode when cursor-key repeats
41- mapmap (overview) - scroll visible area by clicking/dragging 37- mapmap (overview) - scroll visible area by clicking/dragging
42- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 38- maybe move window managing functionality into toplevel: better window management (graphical feedback)
43- maybe move window managing functionality into toplevel 39- the player weight somehow updates strangely when dropping/picking up
44- better window management (graphical feedback) 40 (update: is this still the case?)
45 41
46low priority: 42should be solved/investigated before 1.0 release:
43- what happened to the dialog being shown when modifiera are pressed, showing
44 keybindings for this modifier?
45- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
46- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
47- enter runmode when cursor-key repeats (maybe not?)
48- better focus management: put focus onto active windows, remove it again later
49 (mainly to speed up gui interaction when map isn't important).
50- cairo/win32 looks like shit (premultiplied alpha bug?)
51 (despite horrendous efforts, this is likely not fixable except by building a custom
52 libcairo for win32).
53 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
54- the binding editor should have a append-record mode or something like that
55- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
56 and add column titles (also for other tables like inventory and bindings)
57- sliders do not change size after reconfigure.
58- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
59- investigate fill widget option.
60- win32, fow_tetxure sometimes nukes other textures
61 (mostly fixed, but still there: displays list and texture uploads do not go well together)
62- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
63- completer should know more about arguments, e.g. cast summon pet monster,
64 or that some commands do not take arguments ("drop all").
47- textview should not snap to bottom on resize. 65- textview should not snap to bottom on resize.
48- alt+2cursor == diagonal 66- alt+cursor == diagonal
49- look into extendedmapinfo 67- look into extendedmapinfo
50- save only dirty cached maps, and save dirty maps != current map 68- save only dirty cached maps, and save dirty maps != current map
51- inventory update must be incremental (too slow) (really? check)
52- try to synchronize local animation speed with server updates to save on screen refreshes. 69- try to synchronize local animation speed with server updates to save on screen refreshes.
53- player list from server for tell etc. commands 70- player list from server for tell etc. commands
54- examine etc., should use extendeddrawinfo or sth. similar 71- examine etc., should use extendeddrawinfo or sth. similar
55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 72- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
56- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 73- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
90allocating id 73 107allocating id 73
91OK 108OK
92set_face 4784 => 73 109set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
94 111
112 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.
113 /*first pass*/
114 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
115 glDepthMask(FALSE); /*disable Z buffer*/
116 if (premultpliedTransparency)
117 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
118 else
119 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
120 /*render the object here*/
121
122 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:
123 /*second pass*/
124 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/
126 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
127 /*render the object with alpha replaced with 1-a*/
128
129 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:
130 /*third pass*/
131 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
132 glDepthMask(TRUE); /*enable Z buffer*/
133 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
134 /*render the object with alpha replaced with 1*/
135
136

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