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<feed xmlns="http://www.w3.org/2005/Atom">
  <title>Ryzom Core Development Site: Issues</title>
  <link href="http://dev.ryzom.com/issues.atom?page=11&amp;sort=project%2Ccategory%2Cid%3Adesc" rel="self"/>
  <link href="http://dev.ryzom.com/issues?page=11&amp;sort=project%2Ccategory%2Cid%3Adesc" rel="alternate"/>
  <id>http://dev.ryzom.com/</id>
  <updated>2013-02-07T22:46:54+01:00</updated>
  <author>
    <name>Ryzom Core Development Site</name>
  </author>
  <generator uri="http://www.redmine.org/">
Redmine  </generator>
  <entry>
    <title>Ryzom - Bug #1522 (New): Right-click popup menu sometimes comes up during right mouse drag.</title>
    <link href="http://dev.ryzom.com/issues/1522" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1522</id>
    <updated>2013-02-07T22:46:54+01:00</updated>
    <author>
      <name>DuDraig</name>
    </author>
    <content type="html">
&lt;p&gt;Windows 7 x64 in the ryzom.com game.&lt;/p&gt;


	&lt;p&gt;When moving your character forward by holding down the forward keyboard key (in my case 'w') and using the mouse right-drag to change direction, sometimes the drag is spuriously canceled and the right-click popup menu ("Free Look" | "Move") appears all on its own without lifting the right mouse button. This can also happen when you just press the right-mouse button without releasing when intending to start a drag. This behavior is unique to this game on my computer.&lt;/p&gt;


The expected behaviors are:
	&lt;ul&gt;
	&lt;li&gt;If you press the right-mouse button, drag outside a defined small rectangle, and then release, only the direction change function should happen and the right-click popup menu should not appear at any time during the drag or after the right mouse button is released.&lt;/li&gt;
		&lt;li&gt;If you press the right-mouse button, while the button remains pressed the right-click popup menu should not appear regardless of whether the mouse has moved or not.&lt;/li&gt;
		&lt;li&gt;If you press the right-mouse button, do not drag the mouse outside a defined small rectangle, and then release, the right-click popup menu should appear.&lt;/li&gt;
	&lt;/ul&gt;


	&lt;p&gt;Because of the technical nature of this problem, I was asked in-game by a CSR to report it here.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1464 (New): Write about the source code Layout</title>
    <link href="http://dev.ryzom.com/issues/1464" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1464</id>
    <updated>2012-04-26T04:05:44+02:00</updated>
    <author>
      <name>shackra</name>
      <email>jorgean@lavabit.com</email>
    </author>
    <content type="html">
&lt;p&gt;Please write about the source code layout in order to make easy hack into the Ryzom Core source code the wiki page exists &lt;a class="external" href="http://dev.ryzom.com/projects/ryzom/wiki/SourceCodeLayout"&gt;http://dev.ryzom.com/projects/ryzom/wiki/SourceCodeLayout&lt;/a&gt; (I created it :P)&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1347 (New): Stop grabbing the mouse pointer at startup, at least in window mode</title>
    <link href="http://dev.ryzom.com/issues/1347" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1347</id>
    <updated>2011-08-20T12:37:01+02:00</updated>
    <author>
      <name>Potlatch</name>
      <email>sevmek@free.fr</email>
    </author>
    <content type="html">
&lt;p&gt;Hi,&lt;/p&gt;


	&lt;p&gt;Well, i'm not really sure it qualifies as a bug. Still each time I startup ryzom client in window mode, it grabs the mouse pointer and put it somewhere else. I find it quit annoying and don't see the purpose of it in the window mode.&lt;/p&gt;


	&lt;p&gt;Official client on Ubuntu 10.04&lt;/p&gt;


	&lt;p&gt;Best regards.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1267 (New): Wrong mouse click position</title>
    <link href="http://dev.ryzom.com/issues/1267" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1267</id>
    <updated>2011-03-25T02:00:40+01:00</updated>
    <author>
      <name>rti</name>
    </author>
    <content type="html">
&lt;p&gt;When reactivating the window with a mouse click, a click event with the old mouse position is fired.&lt;/p&gt;


	&lt;p&gt;Reproduce:&lt;/p&gt;


	&lt;ul&gt;
	&lt;li&gt;open ryzom client&lt;/li&gt;
		&lt;li&gt;click "Manage Account" or anything else that opens an external browser&lt;/li&gt;
		&lt;li&gt;reactivate the ryzom client window with a click&lt;/li&gt;
		&lt;li&gt;the "Manage Account" button is clicked again and another browser opens&lt;/li&gt;
	&lt;/ul&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1245 (New): Multiple CGDMouseMove per frame bug (and other misc bugs)</title>
    <link href="http://dev.ryzom.com/issues/1245" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1245</id>
    <updated>2011-01-23T16:56:05+01:00</updated>
    <author>
      <name>Qantourisc</name>
    </author>
    <content type="html">
&lt;p&gt;When multiple CGDMouseMove's are received in 1 frame, all previous CGDMouseMove's are discarded.&lt;br /&gt;Bug is most visible on very high (1000HZ) sample rates. Lower framerate also increases the visibility of this bug.&lt;/p&gt;


	&lt;p&gt;Note: From time to time I explain things poorly, if so, ask, and I will explain it in a different fashion.&lt;br /&gt;Also recommend your read the patch and source code, this will clear up a lot.&lt;/p&gt;


	&lt;p&gt;What happens:&lt;br /&gt;&lt;strong&gt;Bug 1 (This only affected non-mouse-smoothed players):&lt;/strong&gt;&lt;br /&gt;In this code _MouseDeltaAX is set to _MouseDeltaAX = x * ClientCfg.FreeLookSpeed;&lt;br /&gt;It should however be _MouseDeltaAX += x * ClientCfg.FreeLookSpeed;&lt;br /&gt;&lt;strong&gt;Bug 2 (Affecting all):&lt;/strong&gt;&lt;br /&gt;if (fabs(_MouseDeltaAX) &gt; epsilon) is used both to set and UNSET _MouseAngleX.&lt;br /&gt;As a result, a subsequent update of a mouse-move of (X=0,Y=1) would reset the fact that X moved.&lt;br /&gt;&lt;strong&gt;Bug 3 (Affecting all):&lt;/strong&gt;&lt;br /&gt;CEventsListener::getMouseAngleY() doesn't reset the delta angle.&lt;br /&gt;This in combination with bugfix-1 would result in an ever-increasing delta.&lt;br /&gt;&lt;strong&gt;Possible bug 4:&lt;/strong&gt;&lt;br /&gt;CUnixEventEmitter::emulateMouseRawMod might be called to often then required.&lt;br /&gt;As a result it's not always sane to flush the XEvents.&lt;/p&gt;


	&lt;p&gt;&lt;strong&gt;Suggestion 1:&lt;/strong&gt;&lt;br /&gt;I also recommentdropping isMouseAngleY/X and only using getMouseAngleX/Y then detect float == 0 on that. (If this always works.)&lt;br /&gt;(No risk of floating point errors (at least I think), because it will always be reset after reading the to-proccess-angle.)&lt;/p&gt;


	&lt;p&gt;&lt;strong&gt;Suggestion 2:&lt;/strong&gt; (Topping Suggestion 1)&lt;br /&gt;Move the check "if (fabs(_MouseDeltaAX) &gt; epsilon)" CEventsListener::updateFreeLookPos to EventsListener::isMouseAngleX&lt;br /&gt;This way it's only ran ONCE instead of every time :)&lt;br /&gt;(This also removed the entire suggestion 1 in a cleaner fashion.)&lt;/p&gt;


	&lt;p&gt;&lt;strong&gt;Note 1:&lt;/strong&gt;&lt;br /&gt;In the current state of affairs, you MUST call getMouseAngleX after isMouseAngleX to keep a sane state.&lt;/p&gt;


	&lt;p&gt;&lt;strong&gt;Note 2:&lt;/strong&gt;&lt;br /&gt;This should also be fixed for CEventsListener::updateCursorPos ... this suffers from the same bugs, but this isn't too bad. (No bad effects.)&lt;/p&gt;


	&lt;p&gt;If suggestions and notes are accepted, I will also make a fix for those if you desire.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1243 (New): Create man pages for binaries</title>
    <link href="http://dev.ryzom.com/issues/1243" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1243</id>
    <updated>2011-01-19T16:27:46+01:00</updated>
    <author>
      <name>lubos</name>
    </author>
    <content type="html">
&lt;p&gt;Each binary should have a man page.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1183 (New): NeL receives mouse move events, even if the app is not active</title>
    <link href="http://dev.ryzom.com/issues/1183" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1183</id>
    <updated>2010-11-09T23:31:34+01:00</updated>
    <author>
      <name>rti</name>
    </author>
    <content type="html">
&lt;p&gt;This happens only in fullscreen mode. &lt;br /&gt;Events are even reported, if the mouse is moving over another window, so they get reported "through" the other window.&lt;/p&gt;


	&lt;p&gt;To fix this, NeL need to know whether the application is currently active or not. Currently, this is not implemented on Mac.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #1056 (New): X11: Setting mouse position when showing mouse after FreeLook</title>
    <link href="http://dev.ryzom.com/issues/1056" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/1056</id>
    <updated>2010-08-05T03:17:17+02:00</updated>
    <author>
      <name>rti</name>
    </author>
    <content type="html">
&lt;p&gt;In FreeLook mode, the mouse is hidden and the position is reset to 0.5/0.5 after every move (raw mode emulation on X11).&lt;br /&gt;When the FreeLook mode ends and the mouse shows up again, the old position (before hiding the mouse) should be restored.&lt;/p&gt;


	&lt;p&gt;This works well if the mouse is only hidden for ~0.5sec. It works as well if the mouse stays hidden for ~5sec.&lt;/p&gt;


	&lt;p&gt;But it does not work, if the mouse is hidden for like 2sec and not moved! It shows up at 0.5/0.5 then.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Feature #997 (Assigned): Allow client to reconnect without client restart</title>
    <link href="http://dev.ryzom.com/issues/997" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/997</id>
    <updated>2010-06-22T15:02:31+02:00</updated>
    <author>
      <name>kerozcak</name>
      <email>kaczorek@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;When client disconnects (FS lost) it's required to restart client. There should be reconnect option without restarting client.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #969 (New): Titles combobox list is not hidden when identity frame is hiden</title>
    <link href="http://dev.ryzom.com/issues/969" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/969</id>
    <updated>2010-06-07T21:07:39+02:00</updated>
    <author>
      <name>Enoril</name>
    </author>
    <content type="html">
&lt;p&gt;How generate this bug:&lt;br /&gt;- in client, show identity frame (shortcut P)&lt;br /&gt;- click on title combobox&lt;br /&gt;- use shortcut P to hide the identity frame&lt;br /&gt;- combobox list is still here&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #968 (New): The client can't be close if FS is lost and waiting frame is visible</title>
    <link href="http://dev.ryzom.com/issues/968" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/968</id>
    <updated>2010-06-07T21:02:46+02:00</updated>
    <author>
      <name>Enoril</name>
    </author>
    <content type="html">
&lt;p&gt;How generate this bug:&lt;br /&gt;- log into shard&lt;br /&gt;- kill shard (FS for example)&lt;br /&gt;- client show "FS lost" &lt;br /&gt;- click on "Quit" button&lt;br /&gt;- if you click on "Character selection", the waiting frame appear&lt;br /&gt;-&gt; you can do anything from that moment (except kill client via tasks manager)&lt;/p&gt;


	&lt;p&gt;(if you click on "Quit ryzom" &gt; no problem, the client exit...)&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #967 (New): The client windows don't update its position (x,y) according with the ava...</title>
    <link href="http://dev.ryzom.com/issues/967" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/967</id>
    <updated>2010-06-07T20:55:06+02:00</updated>
    <author>
      <name>Enoril</name>
    </author>
    <content type="html">
&lt;p&gt;How generate this bug: &lt;br /&gt;- switch to dual screen (bottom screen is the main screen, top screen is the extended screen),&lt;br /&gt;- move client in windowed mode in 2nd screen (top)&lt;br /&gt;- quit client &lt;br /&gt;- position x,y of the windows is stored in configuration file&lt;br /&gt;- desactivate dual screen (or reduce screen resolution)&lt;br /&gt;- launch client&lt;br /&gt;-&gt; client is launch, invisible (because it is at the top) and can't be moved&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #954 (New): Make all client sheets code a common library.</title>
    <link href="http://dev.ryzom.com/issues/954" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/954</id>
    <updated>2010-06-02T19:41:03+02:00</updated>
    <author>
      <name>sfb</name>
      <email>matt.raykowski@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;At least one tool (sheets_packer) uses the client_sheets library directly but also requires the following source files directly from the client:&lt;/p&gt;


	&lt;ul&gt;
	&lt;li&gt;code/ryzom/client/src/continent_manager_build.cpp&lt;/li&gt;
		&lt;li&gt;code/ryzom/client/src/continent_manager_build.h&lt;/li&gt;
		&lt;li&gt;code/ryzom/client/src/sheet_manager.cpp&lt;/li&gt;
		&lt;li&gt;code/ryzom/client/src/sheet_manager.h&lt;/li&gt;
	&lt;/ul&gt;


	&lt;p&gt;Move these four files to client_sheets. There is the possibility that more tools and applications will arise that load the client sheets directly and thus may need these loaders as well.&lt;/p&gt;


Optional:
	&lt;ul&gt;
	&lt;li&gt;Move client_sheets entirely to code/ryzom/common/src.&lt;/li&gt;
		&lt;li&gt;Move client_sheets code into a unique namespace.&lt;/li&gt;
	&lt;/ul&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Feature #938 (Validated): Dynamically set the texture entities cache size</title>
    <link href="http://dev.ryzom.com/issues/938" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/938</id>
    <updated>2010-05-25T10:09:50+02:00</updated>
    <author>
      <name>kervala</name>
      <email>kervala@gmail.com</email>
    </author>
    <content type="html">
&lt;p&gt;For the moment, we have 10 MB for low quality textures for entities and 40 MB for high quality ones.&lt;/p&gt;


	&lt;p&gt;That's declared in code/ryzom/client/src/init_main_loop.cpp line 150 :&lt;/p&gt;


&lt;pre&gt;
// Size in Mo of the cache for entity texturing.
#define ENTITY_TEXTURE_NORMAL_MEMORY 10
#define ENTITY_TEXTURE_HIGH_MEMORY 40
&lt;/pre&gt;

	&lt;p&gt;We should remove these defines and implement a dynamic algorithm to use actual video memory size.&lt;/p&gt;    </content>
  </entry>
  <entry>
    <title>Ryzom - Bug #843 (New): Client Core crashing on direct3d shader driver</title>
    <link href="http://dev.ryzom.com/issues/843" rel="alternate"/>
    <id>http://dev.ryzom.com/issues/843</id>
    <updated>2010-05-06T22:39:25+02:00</updated>
    <author>
      <name>browser_ice</name>
    </author>
    <content type="html">
&lt;p&gt;Today, May 6th, I have just downloaded the Ryzom Client Core and upon starting it (as is) I got a crash from the very beginning. Nothing was displayed, nothing was asked:&lt;/p&gt;


	&lt;p&gt;A failed assertion occurs&lt;br /&gt;ProcName: client_ryzom_r.exe&lt;br /&gt;Date: 2010/05/06 16:18:03&lt;br /&gt;File: .\driver_direct3d_shader.cpp&lt;br /&gt;Line: 410&lt;br /&gt;FuncName: NL3D::setFX&lt;br /&gt;Reason: "drv-&gt;activeShader (&amp;#38;s)" &lt;br /&gt;-------------------------------&lt;/p&gt;


	&lt;p&gt;No log&lt;br /&gt;-------------------------------&lt;/p&gt;


	&lt;p&gt;Windows XP Pro SP3&lt;br /&gt;2Gb memory&lt;br /&gt;ATI Radeon 9600XT - Catalyst 8.4&lt;br /&gt;No problems playing commercial game&lt;/p&gt;    </content>
  </entry>
</feed>
