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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.86 by root, Thu May 25 16:56:11 2006 UTC vs.
Revision 1.124 by root, Mon Jun 5 00:56:44 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: investigate apply problem (neither space nor completer could apply anymore) 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12- IMPORTANT: learning spells does not make them show up automatically in the completer? 12 together with removing query dialog altogether.
13- IMPORTANT: statusbox update timer 13- IMPORTANT: statusbox update timer
14- IMPORTANT: statusbox tooltip must not go away on updates 14- IMPORTANT: statusbox tooltip must not go away on updates
15- IMPORTANT: history for completer (cursor-up) 15- IMPORTANT: history for completer (cursor-up)
16- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 16- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
17- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 17- IMPORTANT: stats window looks like shit initially (widget allocation?)
18 (mostly fixed, but still there: displays list and texture uploads do not go well together) 18
19- IMPORTANT: lose/regain mapping might clear messgae log 19- binding window and editor layout broken for long recordings
20 (maybe this happens when its being updated when the window isn't mapped => no 20- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
21 window context?) 21- minor: skill list which shows XP and lets u bind stuff
22 (this might be fixed now, watch out for it)
23- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop.
24- IMPORTANT:_ map feedback... e.g. when clicking on it
25- IMPORTANT: user interface (window positions etc.) should be saved, but
26 b) widget layout is nontrivial as to not obscure map
27 c) need better way to center map then middle-button, maybe map overview
28 (but updates will be slow UPDATE updates are not at all slow).
29 22
30should be solved/investitaged before release: 23should be solved/investitaged before release:
24- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
25 and add column titles (also for other tables like inventory and bindings)
26- log messages received and commands sent to ~/.crossfire/log.$ip
27- the binding editor should have a append-record mode or something like that
31- rethink message display in lower left corner 28- rethink message display in lower left corner
32- auto-download of all faces from the server in the bg.
33- many sliders should have labels attached.
34- widgets need to know about their visibility. the inventory
35 completely redraws itself on every animation change, even when its not visible.
36- cairo/win32 looks like shit (premultiplied alpha bug?) 29- cairo/win32 looks like shit (premultiplied alpha bug?)
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
38 (after starting, press quit) 31 (after starting, press quit)
39- flopper/menu imrpovement: 32- better focus management: put focus onto active windows, remove it again later
40 * things that are menus should act more like menus
41 * inmventory etc. should fade-in automatically when used
42- add menu itemds for inventory items: mark/inscribe etc. 33- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
43- remove wrap_mode hack from texture and make it a per-texture operation
44- enter runmode when cursor-key repeats 34- enter runmode when cursor-key repeats (maybe not?)
45- mapmap (overview) - scroll visible area by clicking/dragging 35- mapmap (overview) - scroll visible area by clicking/dragging
46- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
47- maybe move window managing functionality into toplevel 37- maybe move window managing functionality into toplevel
48- better window management (graphical feedback) 38- better window management (graphical feedback)
39- the player weight somehow updates strangely when dropping/picking up
49 40
50low priority: 41low priority:
42- win32, fow_tetxure sometimes nukes other textures
43 (mostly fixed, but still there: displays list and texture uploads do not go well together)
44- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
45- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all").
51- textview should not snap to bottom on resize. 47- textview should not snap to bottom on resize.
52- alt+2cursor == diagonal 48- alt+cursor == diagonal
53- look into extendedmapinfo 49- look into extendedmapinfo
54- save only dirty cached maps, and save dirty maps != current map 50- 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. 51- try to synchronize local animation speed with server updates to save on screen refreshes.
57- player list from server for tell etc. commands 52- player list from server for tell etc. commands
58- examine etc., should use extendeddrawinfo or sth. similar 53- examine etc., should use extendeddrawinfo or sth. similar
59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 54- 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 55- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
94allocating id 73 89allocating id 73
95OK 90OK
96set_face 4784 => 73 91set_face 4784 => 73
97libpng warning: Ignoring gAMA chunk with gamma=0 92libpng warning: Ignoring gAMA chunk with gamma=0
98 93
94 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.
95 /*first pass*/
96 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
97 glDepthMask(FALSE); /*disable Z buffer*/
98 if (premultpliedTransparency)
99 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
100 else
101 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
102 /*render the object here*/
103
104 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:
105 /*second pass*/
106 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
109 /*render the object with alpha replaced with 1-a*/
110
111 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:
112 /*third pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(TRUE); /*enable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1*/
117
118

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