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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.99 by elmex, Tue May 30 14:59:26 2006 UTC vs.
Revision 1.139 by root, Mon Jun 5 22:14:57 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: toplevel geometry is not respected on moves. 11- IMPORTANT: pickup ratio not settable?
12- IMPORTANT: user_x/user_y for layout setting 12- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
13- IMPORTANT: learning spells does not make them show up automatically in the completer? 13 together with removing query dialog altogether.
14- IMPORTANT: statusbox update timer 14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
15- IMPORTANT: statusbox tooltip must not go away on updates
16- IMPORTANT: history for completer (cursor-up) 15- IMPORTANT: history for completer (cursor-up)
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 16- IMPORTANT: bind keys using the completer
18- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 17- IMPORTANT: map-clicking is still off-by-one randomly
19 (mostly fixed, but still there: displays list and texture uploads do not go well together) 18- IMPORTANT: client freezes when applyign savebed due to rebuild_spell_list taking
20- IMPORTANT:_ map feedback... e.g. when clicking on it 19 seconds due to repeated calls.
21- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?) 20- IMPORTANT: spell list doens't even remove spells(??)
22 b) widget layout is nontrivial as to not obscure map
23 c) need better way to center map then middle-button, maybe map overview
24 (but updates will be slow UPDATE updates are not at all slow).
25 21
26should be solved/investitaged before release: 22should be solved/investitaged before BETA release:
27- rethink message display in lower left corner 23- maybe open the help viewer on the first start, or a simple dialog that
28- the inventory 24 initially lists keybidings for gcfclient converts.
29 completely redraws itself on every animation change, even when its not visible. 25- add a "serve rinfo" setup page that tells you what the server supports
30- cairo/win32 looks like shit (premultiplied alpha bug?) 26 and more importantly what it does not support.
27- put metaserver list into scrolled viewport, move Use button to back,
28 add tooltips, close together with setup dialog or even notebook page
29 becoming invisible.
30- message log/textview flickers on update.
31- binding window and editor layout broken for long recordings
32- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
33 (use popups, not buttons)
34- minor: skill list which shows XP and lets u bind stuff
35- adding another notebook page "Debug" that sets debnugging flags might or
36 might not help tracking down bugs in the field?
37- log messages received and commands sent to ~/.crossfire/log.$ip
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 38- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 39 (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 40- 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 41- 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 42- the player weight somehow updates strangely when dropping/picking up
43 (update: is this still the case?)
44 44
45low priority: 45should be solved/investigated before 1.0 release:
46- slider e.g. in setup/Spells is not updated when becoming visible
47- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
48- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
49- enter runmode when cursor-key repeats (maybe not?)
50- better focus management: put focus onto active windows, remove it again later
51 (mainly to speed up gui interaction when map isn't important).
52- cairo/win32 looks like shit (premultiplied alpha bug?)
53 (despite horrendous efforts, this is likely not fixable except by building a custom
54 libcairo for win32).
55 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
56- the binding editor should have a append-record mode or something like that
57- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
58 and add column titles (also for other tables like inventory and bindings)
59- sliders do not change size after reconfigure.
60- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
61- investigate fill widget option.
62- win32, fow_tetxure sometimes nukes other textures
63 (mostly fixed, but still there: displays list and texture uploads do not go well together)
64- 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, 65- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 66 or that some commands do not take arguments ("drop all").
48- textview should not snap to bottom on resize. 67- textview should not snap to bottom on resize.
49- alt+cursor == diagonal 68- alt+cursor == diagonal
50- look into extendedmapinfo 69- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map 70- 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. 71- try to synchronize local animation speed with server updates to save on screen refreshes.
54- player list from server for tell etc. commands 72- player list from server for tell etc. commands
55- examine etc., should use extendeddrawinfo or sth. similar 73- examine etc., should use extendeddrawinfo or sth. similar
56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 74- 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 75- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
91allocating id 73 109allocating id 73
92OK 110OK
93set_face 4784 => 73 111set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 112libpng warning: Ignoring gAMA chunk with gamma=0
95 113
114 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.
115 /*first pass*/
116 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
117 glDepthMask(FALSE); /*disable Z buffer*/
118 if (premultpliedTransparency)
119 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
120 else
121 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
122 /*render the object here*/
123
124 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:
125 /*second pass*/
126 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
127 glDepthMask(FALSE); /*disable Z buffer*/
128 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
129 /*render the object with alpha replaced with 1-a*/
130
131 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:
132 /*third pass*/
133 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
134 glDepthMask(TRUE); /*enable Z buffer*/
135 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
136 /*render the object with alpha replaced with 1*/
137
138

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