ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.95 by elmex, Mon May 29 20:01:21 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: user_x/user_y for layout setting 11- IMPORTANT: recording multiple macros results in only one macro recorded
12- IMPORTANT: learning spells does not make them show up automatically in the completer? 12- IMPORTANT: texture reload not working on scaras machine
13- IMPORTANT: statusbox update timer 13- IMPORTANT: pickup ratio not settable?
14- IMPORTANT: statusbox tooltip must not go away on updates
15- IMPORTANT: history for completer (cursor-up) 14- IMPORTANT: history for completer (cursor-up)
16- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 15- IMPORTANT: bind keys using the completer
17- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 16- IMPORTANT: map-clicking is still off-by-one randomly
18 (mostly fixed, but still there: displays list and texture uploads do not go well together) 17- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
19- IMPORTANT:_ map feedback... e.g. when clicking on it 18- IMPORTANT: gauge size adjustment wreaks havoc
20- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
21 b) widget layout is nontrivial as to not obscure map
22 c) need better way to center map then middle-button, maybe map overview
23 (but updates will be slow UPDATE updates are not at all slow).
24 19
25should be solved/investitaged before release: 20should be solved/investitaged before BETA release:
26- make action recorder to an editor of bindings (edit binding, and record/change actions) 21- maybe support mb4/mb5 on selected widgets to facilitate scrolling
27- rethink message display in lower left corner 22 (inventory, spell list, messge log...) => marc
28- the inventory 23- add lmb mouse = cast, mmb2 = invoke or so to spell list.
29 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
30- cairo/win32 looks like shit (premultiplied alpha bug?) 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
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 34 (after starting, press quit)
33- flopper/menu imrpovement:
34 * things that are menus should act more like menus
35 * inmventory etc. should fade-in automatically when used
36- add menu itemds for inventory items: mark/inscribe etc.
37- remove wrap_mode hack from texture and make it a per-texture operation
38- enter runmode when cursor-key repeats
39- mapmap (overview) - scroll visible area by clicking/dragging 35- 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 36- maybe move window managing functionality into toplevel: better window management (graphical feedback)
41- maybe move window managing functionality into toplevel
42- better window management (graphical feedback)
43- the player weight somehow updates strangely when dropping/picking up 37- the player weight somehow updates strangely when dropping/picking up
38 (update: is this still the case?)
44 39
45low priority: 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).
48- cairo/win32 looks like shit (premultiplied alpha bug?)
49 (despite horrendous efforts, this is likely not fixable except by building a custom
50 libcairo for win32).
51 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
52- the binding editor should have a append-record mode or something like that
53- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
54 and add column titles (also for other tables like inventory and bindings)
55- sliders do not change size after reconfigure.
56- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
57- investigate fill widget option.
58- win32, fow_tetxure sometimes nukes other textures
59 (mostly fixed, but still there: displays list and texture uploads do not go well together)
60- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
46- completer should know more about arguments, e.g. cast summon pet monster, 61- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 62 or that some commands do not take arguments ("drop all").
48- textview should not snap to bottom on resize. 63- textview should not snap to bottom on resize.
49- alt+cursor == 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines