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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.88 by root, Thu May 25 22:31:35 2006 UTC vs.
Revision 1.136 by root, Mon Jun 5 21:43:54 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: fine-tuning of completer (drop 1 => drop all 1 _wrong_) 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12 ccmo => cast summon cult monsters not cast charm monsters 12 together with removing query dialog altogether.
13- IMPORTANT: learning spells does not make them show up automatically in the completer? 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
14- IMPORTANT: statusbox update timer
15- IMPORTANT: statusbox tooltip must not go away on updates
16- IMPORTANT: history for completer (cursor-up) 14- IMPORTANT: history for completer (cursor-up)
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 15- IMPORTANT: bind keys using the completer
18- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
19 (mostly fixed, but still there: displays list and texture uploads do not go well together)
20- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop.
21- IMPORTANT:_ map feedback... e.g. when clicking on it
22- IMPORTANT: user interface (window positions etc.) should be saved, but
23 b) widget layout is nontrivial as to not obscure map
24 c) need better way to center map then middle-button, maybe map overview
25 (but updates will be slow UPDATE updates are not at all slow).
26 16
27should be solved/investitaged before release: 17should be solved/investitaged before BETA release:
28- rethink message display in lower left corner 18- put metaserver list into scrolled viewport, move Use button to back,
29- auto-download of all faces from the server in the bg. 19 add tooltips, close together with setup dialog or even notebook page
30- many sliders should have labels attached. 20 becoming invisible.
31- widgets need to know about their visibility. the inventory 21- message log/textview flickers on update.
32 completely redraws itself on every animation change, even when its not visible. 22- binding window and editor layout broken for long recordings
33- cairo/win32 looks like shit (premultiplied alpha bug?) 23- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
24 (use popups, not buttons)
25- minor: skill list which shows XP and lets u bind stuff
26- adding another notebook page "Debug" that sets debnugging flags might or
27 might not help tracking down bugs in the field?
28- log messages received and commands sent to ~/.crossfire/log.$ip
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, press quit) 30 (after starting, press quit)
36- flopper/menu imrpovement:
37 * things that are menus should act more like menus
38 * inmventory etc. should fade-in automatically when used
39- add menu itemds for inventory items: mark/inscribe etc.
40- remove wrap_mode hack from texture and make it a per-texture operation
41- enter runmode when cursor-key repeats
42- mapmap (overview) - scroll visible area by clicking/dragging 31- mapmap (overview) - scroll visible area by clicking/dragging
43- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 32- maybe move window managing functionality into toplevel: better window management (graphical feedback)
44- maybe move window managing functionality into toplevel 33- the player weight somehow updates strangely when dropping/picking up
45- better window management (graphical feedback) 34 (update: is this still the case?)
46 35
47low priority: 36should be solved/investigated before 1.0 release:
37- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
39- enter runmode when cursor-key repeats (maybe not?)
40- better focus management: put focus onto active windows, remove it again later
41 (mainly to speed up gui interaction when map isn't important).
42- cairo/win32 looks like shit (premultiplied alpha bug?)
43 (despite horrendous efforts, this is likely not fixable except by building a custom
44 libcairo for win32).
45 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
46- the binding editor should have a append-record mode or something like that
47- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
48 and add column titles (also for other tables like inventory and bindings)
49- sliders do not change size after reconfigure.
50- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
51- investigate fill widget option.
52- win32, fow_tetxure sometimes nukes other textures
53 (mostly fixed, but still there: displays list and texture uploads do not go well together)
54- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
55- completer should know more about arguments, e.g. cast summon pet monster,
56 or that some commands do not take arguments ("drop all").
48- textview should not snap to bottom on resize. 57- textview should not snap to bottom on resize.
49- alt+2cursor == diagonal 58- alt+cursor == diagonal
50- look into extendedmapinfo 59- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map 60- 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. 61- try to synchronize local animation speed with server updates to save on screen refreshes.
54- player list from server for tell etc. commands 62- player list from server for tell etc. commands
55- examine etc., should use extendeddrawinfo or sth. similar 63- examine etc., should use extendeddrawinfo or sth. similar
56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 64- 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 65- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
91allocating id 73 99allocating id 73
92OK 100OK
93set_face 4784 => 73 101set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 102libpng warning: Ignoring gAMA chunk with gamma=0
95 103
104 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.
105 /*first pass*/
106 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 if (premultpliedTransparency)
109 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
110 else
111 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
112 /*render the object here*/
113
114 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:
115 /*second pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(FALSE); /*disable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1-a*/
120
121 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:
122 /*third pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(TRUE); /*enable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1*/
127
128

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