Re: [opensource-dev] Autoupdater Flashback

2010-12-01 Thread Trilo Byte
Is there any chance we can get a build that doesn't serve AutoUpdater Errors 
when you launch the app, or is that all server side?

TriloByte Zanzibar

On Nov 30, 2010, at 1:34 PM, Brad Kittenbrink (Brad Linden) wrote:

> Oops, thanks for the heads-up.
> 
> The background updater is new in viewer 2.4 (as it's not released in beta 
> yet, it doesn't have release notes yet, so sorry for the surprise).  
> Yesterday we deployed the server side work in preparation for the beginning 
> of the 2.4 beta releases, and it turned on.  Unfortunately we hadn't been 
> paying attention to the Second Life Development channel, and there was some 
> obsolete data in the database.
> 
> Anyways, thanks again for testing this for us.  We should be getting it fixed 
> shortly.
> 
> -Brad
> 
> On Mon, Nov 29, 2010 at 7:42 PM, Bunny Halberd  wrote:
> Hey Guys -
> 
> So, when I got home from work I grabbed whatever the current Snowstorm
> build at the time is to use for the evening. (Build 215642 today.)
> Shortly after logging in I see that a new version of SL has been
> downloaded and will be installed on the next restart... thought that
> was weird since I'd never seen that message before.
> 
> When I restarted the SL Viewer a console window opened up and a new
> version of the viewer was installed. Version:
> 
> - Second Life 2.1.2 (209456) Sep 13 2010 16:05:27 (Second Life Development)
> 
> Which is much older than 215642. :)
> 
> So yay! The autoupdater works! Except, uh, it's handing out a really
> old version! :)
> 
> - Bunny
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Re: [opensource-dev] POTENTIAL SHOW STOPPER

2010-12-02 Thread Trilo Byte
The latest Mesh Project Snapshot build for Mac (downloaded from LL as Second 
Life Developer, build 215879) was trash for me, though apparently different 
reason.  Major regression, deferred rendering filled the screen with a mix of 
black and glowing chunks of graphics garbage.  I'm thinking it had to be a 
mistake somewhere, as the downloaded file had the name 
"SecondLife_2_1_2_215879_DEVELOPER.dmg" (the 2_1_2 ought to have been a 2_4_0 
or 2_5_0).

TriloByte Zanzibar

On Dec 2, 2010, at 5:44 PM, WolfPup Lowenhar wrote:

> Well it could be for OS devs still working with viewer-development if 
> mesh-development get merged to v-d in its current condition. Attached is the 
> outputs from me trying to get mesh-development to build on my system plust 
> the debug outputs for TWO failing integration test and the generated viewer. 
> All three crash immediately on start. A viewer built on the LL build farms 
> will start just fine, at least the one I had installed a couple of weeks ago.
>  
> My development environment:
> CPU: Intel Pentum D 820 running @ 2.8GHz
> Memory: 2GB
> OS: Windows 7 32-bit
> Graphics card: nVida GForce 8500 GT w/1GB video memory on the card
> IDE: Visual Studio 2005 Pro plus all needed extra programs and SDK’s
>  
> Now I can build viewer-development just fine even though it takes me ~3Hrs to 
> do a full build that includes all test to make sure everything is working the 
> way it should. I can even run my builds of v-d with no problems.
>  mode.txt>___
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Re: [opensource-dev] STORM-151 : KDU v6.4.1 upgrade update

2010-12-04 Thread Trilo Byte
Excellent, Merov, thanks!

Downloaded the binary and started banging on the Mac client...

- Loading textures from inventory is MUCH faster.  I pulled dozens of images up 
in my inventory, and noticed no stalling or delays.

- Tested a series of image uploads from JPG, PNG, and TGA sources (including 
some with alpha), everything uploaded normally.

- Tested rezzing by visiting a few texture and sculpt-heavy builds.  Everything 
loaded quickly (even faster than previous developer builds?)

Sculpties also seem to rez much more quickly for Mac users.  I tweak my viewer 
settings with RenderVolumeLODfactor set to 6.0 (seems to work best for my GPU), 
but previous versions of the KDU library seemed to take noticeably longer to 
rez sculpt-maps than other textures, and certainly longer than the PC client.  
I haven't compared against the PC client on this build, but comparing against 
older KDU library versions it appears to be considerably faster.

Side note: changing the RenderVolumeLODfactor default setting to 2.0 for macs 
with Intel integrated graphics and 4.0 for all other machines would result in a 
much better performance 'out of the box' for Mac users IMO.

On Dec 3, 2010, at 5:28 PM, Philippe (Merov) Bossut wrote:

> Hi,
> 
> We're close to completion here: the compression to j2c is now back on and 
> working apparently (for the few tests I did on Mac and Windows). I'm still 
> thinking about optimization and such but that's good to have a complete basis 
> to work from.
> 
> I pushed STORM-151 to "Review" and created my first (massive!) diff for 
> Review Board.
> 
> For those not inclined to read code, I also posted binaries:
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/merov_viewer-development-features/rev/216087/index.html
> 
> Cheers,
> - Merov
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Re: [opensource-dev] pasting into quick search

2010-12-06 Thread Trilo Byte
Search box working normally/as expected on Mac client (we use cmd-v in place of 
Windows' ctrl-v), build 216217.

TriloByte Zanzibar

On Dec 6, 2010, at 4:39 PM, Erin Mallory wrote:

> Can someone see if they can repo this?
> On todays builds, if i click into an empty quick search bar (the one by the 
> L$) and attempt to paste something using control-v, it doesn't let me paste.  
> Instead it opens a drop box of everything ive previously searched for.  
> however if i right click paste or if i enter something into the box first, I 
> can use control v.   Anyone else experiencing this?
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[opensource-dev] Tab key?

2010-12-12 Thread Trilo Byte
Has anybody else noticed that the tab key is no longer working as expected in 
build 216577?  At least in the Mac client, the tab key used to be able to be 
used to jump between fields. For example in the build/edit box on the general 
tab, type in a Name and then  type in the description.  Or in the debug 
settings, enter the switch, tab, enter the value (if it's a text field).  That 
doesn't seem to be working in this build.

https://jira.secondlife.com/browse/VWR-24172

TriloByte Zanzibar
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[opensource-dev] Display Name should show when using actions (/me) in Group Chat

2010-12-15 Thread Trilo Byte
As a resident, I would like to see Display Names show correctly when they use 
actions in Group Chat.

I'd mentioned this in this morning's meeting (on behalf of a couple communities 
who'd asked about it recently).  Esbee asked if I had a JIRA issue handy.  
After some looking around, I couldn't find anything that quite matched, so I 
created:

https://jira.secondlife.com/browse/VWR-24211

Cheers

TriloByte Zanzibar
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[opensource-dev] [Idea] Display Notifications as a scrollable feed (instead of series of popups)

2010-12-15 Thread Trilo Byte
As a user, I would like to see notifications displayed as a scrollable feed 
(similar to a twitter client on desktop/smartphone) instead of as a series of 
popup boxes.

More info (and mockup pic) here -> https://jira.secondlife.com/browse/VWR-24213___
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Re: [opensource-dev] [TOS]Question about TOS

2010-12-16 Thread Trilo Byte
As the header of the TOS indicated, the changes were in preparation for the 
coming changes.  As per the published info (which was linked in the terms), 
that isn't due to happen until January.

If you're concerned about a company or organization sneaking in clauses
or rules that you wouldn't agree with, you should probably read the
document more carefully before checking the box to indicate that you 
accept the terms.

On Dec 16, 2010, at 8:43 AM, Malachi Prophit wrote:

> We all had to accept a new TOS stating that the teen grid and the main  
> grid were now one grid. However after having my son log into his teen grid  
> account we found that he is not on the main grid, instead he is trapped on  
> the teen grid. He has no access to the main grid and we have no access to  
> him. Not even the ability to see his profile or he see ours.
> 
> My question is this, If we had to accept a new TOS that integrated the  
> merger of the two grids and the two grids WERE NOT merged, what hidden  
> take our souls clause has LL added to the TOS, and shoved down our throats  
> this time?
> 
> 
> -- 
> Using Opera's revolutionary email client: http://www.opera.com/mail/
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[opensource-dev] [HELP] How can I find/copy GPU settings?

2010-12-16 Thread Trilo Byte
I'm having some difficulty with the Second Life Viewer and my shiny 
new GPU (nVidia Quadro 4000).  The Mac client doesn't recognize it,
and gives me an error when I launch the Viewer app.

What's worse, dynamic shadows and deferred rendering are completely
broken (I get the same complete system crash that ATI users get).

However, the Windows client does not appear to have a problem 
recognizing the card.  I get no error, and I have no problem with the
deferred renderer or with any of the shadow settings.

I've checked against release Viewers, Snowstorm snapshots, and the
Mesh Project snapshots all with the same result.  Mac clients can't ID
or support the card, Windows clients can.

Is there someplace I can go looking around within the Windows
client (and support files) to try and find what's needed to detect my
GPU so I can rig up Mac support?

I'd appreciate any help/ideas

Cheers

TriloByte Zanzibar
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Re: [opensource-dev] [HELP] LLFeaturemanager.cpp question

2010-12-17 Thread Trilo Byte
In the indra/newview/llfeaturemanager.cpp file, it references a featuretable 
text file.

Is this still in use?  As I peruse the featuretable_mac.txt file, it appears 
that no 
machine/gpu-specific information exists not only for the current lineup, but 
for any 
Mac made in 2 1/2 years.  If it is still used, I can try to work on getting the 
list updated
to include settings for recent gpu's.

(the featuretable.txt file for PC's looks similarly outdated, but I'm not 
familiar enough 
with that platform to be of much help in updating that list).

Also, I'm unclear on what the renderer listings (in lines 720-755 and other 
places)
refers to.  Are those external driver file names, or are there renderer files
someplace within the viewer codebase repository that I'm not seeing?


TriloByte Zanzibar


On Dec 16, 2010, at 5:48 PM, Aleric Inglewood wrote:

> In indra/newview/llfeaturemanager.cpp  LLFeatureManager::loadGPUClass
> reads the file GPU_TABLE_FILENAME
> and LLFeatureManager::parseGPUTable matches
> the string 'renderer' with it.
> You could start with printing 'renderer'
> and see if it's the same on windows
> and Mac and if not find out why not.
> If on Mac it makes sense nevertheless,
> you'd have to find out why gGLManager.getRawGLString()
> isn't returning the right thing. As a work around
> you could hardcode the correct string into your viewer.
> 
> On Fri, Dec 17, 2010 at 1:09 AM, Trilo Byte  wrote:
>> I'm having some difficulty with the Second Life Viewer and my shiny
>> new GPU (nVidia Quadro 4000).  The Mac client doesn't recognize it,
>> and gives me an error when I launch the Viewer app.
>> 
>> What's worse, dynamic shadows and deferred rendering are completely
>> broken (I get the same complete system crash that ATI users get).
>> 
>> However, the Windows client does not appear to have a problem
>> recognizing the card.  I get no error, and I have no problem with the
>> deferred renderer or with any of the shadow settings.
>> 
>> I've checked against release Viewers, Snowstorm snapshots, and the
>> Mesh Project snapshots all with the same result.  Mac clients can't ID
>> or support the card, Windows clients can.
>> 
>> Is there someplace I can go looking around within the Windows
>> client (and support files) to try and find what's needed to detect my
>> GPU so I can rig up Mac support?
>> 
>> I'd appreciate any help/ideas
>> 
>> Cheers
>> 
>> TriloByte Zanzibar
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Re: [opensource-dev] [HELP] LLFeaturemanager.cpp question

2010-12-17 Thread Trilo Byte
Is there a way, then, to add support for a newly released GPU (Quadro 4000) for 
the Mac client?  If there is some specific info that's need, I'd be happy to 
track it down.

On Dec 17, 2010, at 8:38 PM, Kent Quirk (Q Linden) wrote:

> I haven't delved into this code recently, but the featuretable is now 
> downloaded from our servers each time (so we can adjust without having to 
> re-release the software). It does lag by one iteration, though (we've already 
> set up the video by the time it's downloaded, so it affects the NEXT run). 
> The online version of the table is kept pretty current. 
> 
>Q
> 
> On Dec 17, 2010, at 9:07 PM, Trilo Byte wrote:
> 
>> In the indra/newview/llfeaturemanager.cpp file, it references a featuretable 
>> text file.
>> 
>> Is this still in use?  As I peruse the featuretable_mac.txt file, it appears 
>> that no 
>> machine/gpu-specific information exists not only for the current lineup, but 
>> for any 
>> Mac made in 2 1/2 years.  If it is still used, I can try to work on getting 
>> the list updated
>> to include settings for recent gpu's.
>> 
>> (the featuretable.txt file for PC's looks similarly outdated, but I'm not 
>> familiar enough 
>> with that platform to be of much help in updating that list).
>> 
>> Also, I'm unclear on what the renderer listings (in lines 720-755 and other 
>> places)
>> refers to.  Are those external driver file names, or are there renderer files
>> someplace within the viewer codebase repository that I'm not seeing?
>> 
>> 
>> TriloByte Zanzibar
>> 
>> 
>> On Dec 16, 2010, at 5:48 PM, Aleric Inglewood wrote:
>> 
>>> In indra/newview/llfeaturemanager.cpp  LLFeatureManager::loadGPUClass
>>> reads the file GPU_TABLE_FILENAME
>>> and LLFeatureManager::parseGPUTable matches
>>> the string 'renderer' with it.
>>> You could start with printing 'renderer'
>>> and see if it's the same on windows
>>> and Mac and if not find out why not.
>>> If on Mac it makes sense nevertheless,
>>> you'd have to find out why gGLManager.getRawGLString()
>>> isn't returning the right thing. As a work around
>>> you could hardcode the correct string into your viewer.
>>> 
>>> On Fri, Dec 17, 2010 at 1:09 AM, Trilo Byte  wrote:
>>>> I'm having some difficulty with the Second Life Viewer and my shiny
>>>> new GPU (nVidia Quadro 4000).  The Mac client doesn't recognize it,
>>>> and gives me an error when I launch the Viewer app.
>>>> 
>>>> What's worse, dynamic shadows and deferred rendering are completely
>>>> broken (I get the same complete system crash that ATI users get).
>>>> 
>>>> However, the Windows client does not appear to have a problem
>>>> recognizing the card.  I get no error, and I have no problem with the
>>>> deferred renderer or with any of the shadow settings.
>>>> 
>>>> I've checked against release Viewers, Snowstorm snapshots, and the
>>>> Mesh Project snapshots all with the same result.  Mac clients can't ID
>>>> or support the card, Windows clients can.
>>>> 
>>>> Is there someplace I can go looking around within the Windows
>>>> client (and support files) to try and find what's needed to detect my
>>>> GPU so I can rig up Mac support?
>>>> 
>>>> I'd appreciate any help/ideas
>>>> 
>>>> Cheers
>>>> 
>>>> TriloByte Zanzibar
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>>>> privileges
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>> 
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[opensource-dev] VWR-24172 (tab key not working)

2010-12-18 Thread Trilo Byte
Back in build 216577, the tab key stopped working to jump between fields (in 
the build window, debugged settings window, etc).  A couple builds later it was 
fixed, but then in build 217184 it stopped working again.  It's still not 
working properly in 217291 - anybody else experiencing this?

Trilo
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Re: [opensource-dev] STORM-34 Test Binaries

2010-12-24 Thread Trilo Byte
Testing developer build 217857, works great.  Took some digging around in the 
JIRA to figure out that a preferences switch had to be activated first, and 
where that preference was, but once I enabled it on the Mac client it worked 
perfectly.  Great - can't wait to see this in the main Viewer!


TriloByte Zanzibar

On Dec 24, 2010, at 8:05 AM, Philippe (Merov) Bossut wrote:

> Hi,
> 
> For those interested by this upcoming functionality, a set of test binaries 
> for STORM-34 (As a User, I want a list of my favorite locations available on 
> the login screen so i can log in to SL right where I want to be) is available 
> here:
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/merov_viewer-development-import/rev/217857/index.html
> 
> Cheers,
> - Merov
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Re: [opensource-dev] STORM-34 Test Binaries

2010-12-27 Thread Trilo Byte
I understand the rationale for putting it on the Privacy tab.  But it still 
seems like something that should be grouped with the Start Location options on 
the general tab.  Perhaps to make room, the 'Enable Viewer Hints' checkbox 
could be moved to the Notifications tab?


On Dec 27, 2010, at 7:56 AM, Erin Mallory wrote:

> I kinda have to agree with hitomi. 
> 
> Date: Mon, 27 Dec 2010 15:23:43 +
> From: hitomi.tip...@yahoo.co.uk
> To: adyu...@productengine.com
> CC: opensource-dev@lists.secondlife.com
> Subject: Re: [opensource-dev] STORM-34 Test Binaries
> 
> Fair point Andrew - but I was just thinking that from a resident's 
> point-of-view it doesn't seem that obvious when you already have the other 
> login options in 'General'
> 
> >From: Andrew Dyukov 
> >To: Hitomi Tiponi 
> >Cc: opensource-dev@lists.secondlife.com
> >Sent: Mon, 27 December, 2010 23:39:49
> >Subject: Re: [opensource-dev] STORM-34 Test Binaries
> >
> >This preference is in "Privacy", because enabling it allows other
> >users who use your machine to see your favorites from login screen
> >without using a password, so it lets you share your private
> >information.
> >
> >>2010/12/25 Hitomi Tiponi :
> >>That looks great Merov.? Would suggest that the option for displaying them
> >> moves alongside the other login options in the 'General' Preferences panel
> >> as 'Privacy' was not an obvious place to look.
> 
> 
> 
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Re: [opensource-dev] Test binary for in review JIRAs

2010-12-28 Thread Trilo Byte
Great stuff!

* STORM-34 : As a User, I want a list of my favorite locations available on the 
login screen so i can log in to SL right where I want to be.
Works well in 217881, Mac client. Ghosted (and disabled) before login. Once 
enabled, favorites appear in drop-down, and logging in to a saved Favorite 
location works as expected.

* STORM-242 : Server version dialog message has incorrect release notes link 
(modulo one build issue fixed...)
Nice one! I've occasionally noticed incorrect release notes links in the past, 
but always chalked it up to incorrect link data coming from the server. Tested 
in developer build 217881, Mac client while flying around the multi-region 
Caledon community, and when crossing into regions on different versions the 
links worked correctly.

* STORM-398 : Message from nearby chat appears for avatar in Busy mode
Works well in build 217881, Mac client.

* STORM-466 : 2.x minimap cannot be reset to default zoom.
Works great in developer build 217881, Mac client.  Woohoo for Default Zoom!

* STORM-467 : 2.x minimap zoom does not persist to the next session.
Works well in developer build 217881, Mac client.

* STORM-485 : 'Cancel' button exceed the bounds of 'Group Invitation' floater.
Works in developer build 217881. Mac client :)

* STORM-682 : IM and notification toasts appear in wrong position if switch on 
mouse look when side tray is expanded 
In developer build 217881, Mac client, works well (but only after I remember to 
re-enable incoming IM popups haha)

* STORM-737 : Inventory Recent tab is missing "+" control at bottom of panel
Developer build 217881, Mac client.  Only the New Folder option is grayed out 
when using the + menu on the recent tab.  Works as I'd expect.



On Dec 27, 2010, at 11:55 PM, Philippe (Merov) Bossut wrote:

> Hi,
> 
> We're having a lot of JIRAs in the "In Review" swim lane for sprint 9 waiting 
> for reviews from PO and/or devs. I created a Mac binary (others building 
> right now) for those:
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/merov_viewer-development-import/rev/217880/arch/Darwin/index.html
> 
> JIRAs merged in there:
> * STORM-34 : As a User, I want a list of my favorite locations available on 
> the login screen so i can log in to SL right where I want to be.
> * STORM-242 : Server version dialog message has incorrect release notes link 
> (modulo one build issue fixed...)
> * STORM-398 : Message from nearby chat appears for avatar in Busy mode
> * STORM-466 : 2.x minimap cannot be reset to default zoom.
> * STORM-467 : 2.x minimap zoom does not persist to the next session.
> * STORM-485 : 'Cancel' button exceed the bounds of 'Group Invitation' floater.
> * STORM-682 : IM and notification toasts appear in wrong position if switch 
> on mouse look when side tray is expanded 
> * STORM-737 : Inventory Recent tab is missing "+" control at bottom of panel
> * STORM-805 : The world map can point to the wrong URL 
> 
> Cheers,
> - Merov
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Re: [opensource-dev] Very Strange occurrence...

2010-12-29 Thread Trilo Byte
It's not you, it's been happening to others.  A lot.

Before Christmas it happened much less frequently, but since then the 
phenomenon's been occurring at least once a day.  Sometimes they're ??? at 
login, sometimes they show properly at first and then flip to ??? on their own. 
 Sometimes the ???'s remain throughout the session, and sometimes they flip 
back to show the correct names.  It happens regardless of whether the user has 
a Display Name set or not.

I've also noticed that if someone with a ??? name types an action in group chat 
(line starting with /me) it displays their user name.  Also, sometimes, if you 
look up the profile of a person showing ??? it shows the correct name on the 
profile.  As far as I can tell, it's a server-side condition that only appears 
to be happening on Display Names capable viewers.  

https://jira.secondlife.com/browse/DN-202

On Dec 29, 2010, at 7:36 AM, Ponzu wrote:

> Last night I was using the 2.5 beta I had just built from the weekend's 
> changes, and this odd thing happened...
> 
> I logged in.  My friends list showed ???.  (Odd, the pictures load OK, but 
> not the names.)  I had been logged in about 15 minutes.
> 
> Then I got an IM from Grumpity Productengine.  So far as I know, I don't know 
> Grumpity.  I assumed it was someone from this list.  The text of the message 
> was something like, "Hi.  I was between Highland and La Brea on Franklin, so 
> I thought of you."  This message is significant to me, but I don't know how 
> any Productengines would know that.
> 
> So, I started having a conversation with Grumpity, trying to hide my 
> embarrassment about not really knowing who it was.  
> 
> After two or three minutes, I noticed that Grumpity was now ???.  After a bit 
> of conversation, I finally figured out I was talking to a friend named 
> Aphrodite Tagore.  After ten minutes more, the ??? changed to Aphrodite 
> Tagore and all was more or less normal (snafu 8-).
> 
> No, I do not have a repro.  No, I was not stoned beyond oblivion.
> 
> Just reporting on the off chance that someone will find the information 
> useful for debugging some display name problem or something.  
> 
> regards,
> ponzu
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Re: [opensource-dev] Very Strange occurrence...

2010-12-29 Thread Trilo Byte
It's still happening (currently), in only some of my groups.

On Dec 29, 2010, at 8:44 AM, Brian McGroarty wrote:

> On Wed, Dec 29, 2010 at 7:36 AM, Ponzu  wrote:
> Last night I was using the 2.5 beta I had just built from the weekend's 
> changes, and this odd thing happened...
> 
> I logged in.  My friends list showed ???.  (Odd, the pictures load OK, but 
> not the names.)  I had been logged in about 15 minutes.
> 
> Then I got an IM from Grumpity Productengine.  So far as I know, I don't know 
> Grumpity.  I assumed it was someone from this list.  The text of the message 
> was something like, "Hi.  I was between Highland and La Brea on Franklin, so 
> I thought of you."  This message is significant to me, but I don't know how 
> any Productengines would know that.
> 
> So, I started having a conversation with Grumpity, trying to hide my 
> embarrassment about not really knowing who it was.  
> 
> After two or three minutes, I noticed that Grumpity was now ???.  After a bit 
> of conversation, I finally figured out I was talking to a friend named 
> Aphrodite Tagore.  After ten minutes more, the ??? changed to Aphrodite 
> Tagore and all was more or less normal (snafu 8-).
> 
> No, I do not have a repro.  No, I was not stoned beyond oblivion.
> 
> Just reporting on the off chance that someone will find the information 
> useful for debugging some display name problem or something.  
> 
> That was the result of a brief load server configuration problem yesterday, 
> and it shouldn't repeat. The message didn't come from Grumpity, and the 
> response wouldn't have gone back to Grumpity either. The viewer simply didn't 
> know which cached name to use. 
> 
> -- 
> Brian McGroarty | Linden Lab
> Sent from my Newton MP2100 via acoustic coupler
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Re: [opensource-dev] saved logins

2010-12-29 Thread Trilo Byte
For a short time, the logon screen's user name field had a drop down that would 
let you select from the user names/passwords stored on that computer.  Very 
handy in cases where you might log in with an alt from time to time.

On Dec 29, 2010, at 12:13 PM, Oz Linden (Scott Lawrence) wrote:

> On 2010-12-28 17:22, Lance Corrimal wrote:
>> loosely related to storm-34: I would really see my saved logins back
>> in 2.x, similar to snowglobe 1.5...
> 
> I'm not clear on what you think is missing... it remembers my username 
> and password
> 
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Re: [opensource-dev] Very Strange occurrence...

2010-12-29 Thread Trilo Byte
Very interesting - what specific Viewer & version are you running?  The only 
1.x Viewers I've heard of that are also experiencing the problem are recent 
builds of Phoenix (which are Display Names capable).

On Dec 29, 2010, at 2:25 PM, Andromeda Quonset wrote:

> Trilo,
> 
> I had the ???'s displaying last night on my friends list for quite awhile, 
> and I have never had a Display Names capable viewer even installed.  The 
> version 1.xx viewer I use predates by several months, and I am posting to let 
> anyone know that the problem is not "only appears to be happening on Display 
> Names capable viewers".
> 
> Andro
> 
> At 09:46 AM 12/29/2010, Trilo Byte wrote:
>> It's not you, it's been happening to others.  A lot.
>> 
>> Before Christmas it happened much less frequently, but since then the 
>> phenomenon's been occurring at least once a day.  Sometimes they're ??? at 
>> login, sometimes they show properly at first and then flip to ??? on their 
>> own.  Sometimes the ???'s remain throughout the session, and sometimes they 
>> flip back to show the correct names.  It happens regardless of whether the 
>> user has a Display Name set or not.
>> 
>> I've also noticed that if someone with a ??? name types an action in group 
>> chat (line starting with /me) it displays their user name.  Also, sometimes, 
>> if you look up the profile of a person showing ??? it shows the correct name 
>> on the profile.  As far as I can tell, it's a server-side condition that 
>> only appears to be happening on Display Names capable viewers.  
>> 
>> https://jira.secondlife.com/browse/DN-202
>> 
>> On Dec 29, 2010, at 7:36 AM, Ponzu wrote:
>> 
>>> Last night I was using the 2.5 beta I had just built from the weekend's 
>>> changes, and this odd thing happened...
>>> 
>>> I logged in.  My friends list showed ???.  (Odd, the pictures load OK, but 
>>> not the names.)  I had been logged in about 15 minutes.
>>> 
>>> Then I got an IM from Grumpity Productengine.  So far as I know, I don't 
>>> know Grumpity.  I assumed it was someone from this list.  The text of the 
>>> message was something like, "Hi.  I was between Highland and La Brea on 
>>> Franklin, so I thought of you."  This message is significant to me, but I 
>>> don't know how any Productengines would know that.
>>> 
>>> So, I started having a conversation with Grumpity, trying to hide my 
>>> embarrassment about not really knowing who it was.  
>>> 
>>> After two or three minutes, I noticed that Grumpity was now ???.  After a 
>>> bit of conversation, I finally figured out I was talking to a friend named 
>>> Aphrodite Tagore.  After ten minutes more, the ??? changed to Aphrodite 
>>> Tagore and all was more or less normal (snafu 8-).
>>> 
>>> No, I do not have a repro.  No, I was not stoned beyond oblivion.
>>> 
>>> Just reporting on the off chance that someone will find the information 
>>> useful for debugging some display name problem or something.  
>>> 
>>> regards,
>>> ponzu
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Re: [opensource-dev] saving textures

2010-12-30 Thread Trilo Byte
I'm experiencing the same failure, build 217920.  I wrote up a JIRA:
https://jira.secondlife.com/browse/VWR-24353

Please vote, add a comment with your machine/OS info/build info, or any other 
pertinent info I might have missed.

Cheers

Trilo

On Dec 30, 2010, at 8:08 AM, Dave Booth wrote:

> On 12/30/2010 08:28, Oz Linden (Scott Lawrence) wrote:
>> 
>> 'current' is not a version identifier - please be specific.
>> 
> 
> Sorry Oz - by "current" I meant an up to date daily build - in that case 
> build 217881, although I've just repro'd it on 217920 too
> 
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Re: [opensource-dev] A weird bug when moving the avatar

2010-12-31 Thread Trilo Byte
It's possible... I've been semi-crippled by lack of support for my nVidia GPU 
and the whole framerate stutter thing
https://jira.secondlife.com/browse/VWR-23318

When I get a chance, I'll see if I can isolate/reproduce.

On Dec 31, 2010, at 5:59 PM, Marine Kelley wrote:

> I have observed this behavior with the rev 14120 of viewer-development :
> 
> https://jira.secondlife.com/browse/VWR-24361 (name checked this time)
> 
> In short, when you press a movement key or use the move panel (going
> forward, backward etc, but not turning left or right), the FPS
> decrease dramatically (from 90 down to 15 FPS). It can be very
> annoying during races or fights.
> 
> Has anybody observed this too ? I don't remember having seen this
> happen in older viewers, but I recently changed my video card so maybe
> the change in FPS was not noticeable to me before.
> 
> And more importantly, has any work been done recently (less than two
> months ago) on the way the avatar movement is handled, that could
> trigger this bug ? I don't really know where to look so if anybody has
> pointers, please feel free to share !
> 
> Thanks,
> Marine
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[opensource-dev] [HELP] Please update 'featuretable' files in code repository

2011-01-03 Thread Trilo Byte
Could someone please update the featuretable.txt and featuretable_mac.txt (and 
presumably the featuretable_linux.txt.  On the code repository, at:

http://hg.secondlife.com/viewer-development/src/b0bd26c5638a/indra/newview/

As Q mentioned in a post some time ago, what the viewer is using and accessing 
is coming from LL's servers at login, and is apparently a much more recent 
version than what's on the code repository (repository shows version 25 for 
featuretable.txt, and version 22 for mac and linux versions).  Looking through 
the secondlife.log file it appears to get the featuretable file from 
http://viewer-settings.secondlife.com/..., however it doesn't store an updated 
copy locally and I'm not able to access it myself.

Thanks

TriloByte Zanzibar
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Re: [opensource-dev] Why no single axis resize on linked prims??

2011-01-09 Thread Trilo Byte
As I understand it, there's no way to do it without breaking a lot of content.  
Vehicle wheels that are no longer round (or that fit into a wheel well), skirt 
pieces that when stretched in certain directions are no longer facing the right 
directions, etc.

On Jan 9, 2011, at 9:40 AM, Robert Martin wrote:

> Does anybody know of a good reason why when you are resizing a set of
> linked prims you do not have the single axis resize??
> (also could we get a way to resize a linkset with 0.001 meters as a
> floor not as a locking measurement?)
> 
> -- 
> Robert L Martin
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Re: [opensource-dev] What client for Havok 2k10 / mesh testing?

2011-01-12 Thread Trilo Byte
According to the Havok 2k10 Beta page on the wiki, the Mesh Project Viewer now 
contains the necessary bits for the physics engine upgrade (second sentence in 
the "What is Havok 2k10" section).
https://wiki.secondlife.com/wiki/Havok_2k10_Beta_Home

Further down on the page it details where you can test old version vs. new 
version on ADITI

On Jan 11, 2011, at 9:50 PM, Dale Mahalko wrote:

> Someone mentioned to me that there is a physics engine upgrade test
> over on the beta grid. I haven't used SL in a while (waiting for mesh
> to be done) so on startup I am notified of the 2.4 beta client at the
> login screen, yeah might as well install that.
> 
> Hmm, odd, I don't think this beta client works with the mesh / physics
> beta grid. Everything just looks like paper-thin 2D rhombuses at odd
> angles all over the place.
> 
> So what client am I supposed to be using? Probably should mention that
> detail on the wiki pages for the Havok 2k10 beta test grid.
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Re: [opensource-dev] What client for Havok 2k10 / mesh testing?

2011-01-12 Thread Trilo Byte
Point taken, it does say merged on the server end.  That should mean any viewer 
you're able to use to log into mesh city will work, with Mesh sandbox 
2/15/22/32 using old physics, all other mesh regions running 2k10.


On Jan 12, 2011, at 1:23 PM, Stickman wrote:

> On Wed, Jan 12, 2011 at 1:24 AM, Trilo Byte  wrote:
>> According to the Havok 2k10 Beta page on the wiki, the Mesh Project Viewer 
>> now contains the necessary bits for the physics engine upgrade (second 
>> sentence in the "What is Havok 2k10" section).
>> https://wiki.secondlife.com/wiki/Havok_2k10_Beta_Home
> 
> "It has merged into the Mesh server branch and deployed to ADITI for
> your verification pleasure."
> 
> Server, not viewer. I'll happily be wrong, truth is more important
> than being right, but the expensive, proprietary, and closed source
> havok code does not appear in the client except for the closed source
> mesh decomposition... thing... used for uploading meshes.
> 
> However if the mesh servers are the only ones that have the new
> physics code, then it would be pretty silly to not have the mesh
> viewer, yes. I remembered there being other regions that had havok 10
> that weren't tied to mesh, but if you're gonna test it, why not test
> it with mesh.
> 
> Stickman

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Re: [opensource-dev] STORM-243 - simulator version notifications

2011-01-18 Thread Trilo Byte
+1 for making it a debug setting (to choose whether you see notifications).  

The server version info would still be available in Help -> About as well as 
World -> Place Profile -> Region/Estate

On Jan 18, 2011, at 11:39 AM, Erin Mallory wrote:

> could even bury the option in the debug console... most people that would 
> need to turn it on would not likely keep flipping it I would think... 
> 
> Date: Tue, 18 Jan 2011 11:32:53 -0800
> From: os...@lindenlab.com
> To: opensource-dev@lists.secondlife.com
> Subject: Re: [opensource-dev] STORM-243 - simulator version notifications
> 
> It does have use for people testing server. I'd say make it optional, more 
> informative, and disabled by default.
> 
> __Oskar
> 
> On Tue, Jan 18, 2011 at 11:22 AM, Erin Mallory  
> wrote:
> to rephrase, yes I like them, thought i'd rather see them on the chat history 
> and have more detailed.  but i can live without them if the majority really 
> want to see them gone altogether.  for me it helps me during certain testing 
> and stuff to know when ive changed server versions but that's really about 
> it. 
> 
> From: angel_of_crim...@hotmail.com
> To: missannoto...@yahoo.com; q...@lindenlab.com; 
> opensource-dev@lists.secondlife.com
> Date: Tue, 18 Jan 2011 12:04:09 -0500
> 
> Subject: Re: [opensource-dev] STORM-243 - simulator version notifications
> 
> I would also like to see the toast moved.  it can be useful and would be more 
> useful if it had the actual version.  but i would like to see it on the chat 
> history instead.  in fact... it would be nice to have an option to have ALL 
> remaining system notifications be optionally shown in chat history instead of 
> as toasts.  for one thing it would log better i think, for another...  well 
> toasts bother a rather significant portion of sl.   those with some forms of 
> epilepsy, migraines, some forms of add... to name a few...
> 
> Erin/aka Cummere
> 
> Date: Tue, 18 Jan 2011 08:35:01 -0800
> From: missannoto...@yahoo.com
> To: q...@lindenlab.com; opensource-dev@lists.secondlife.com
> Subject: Re: [opensource-dev] STORM-243 - simulator version notifications
> 
> Doesn't it add some minor overhead to region crossings? I don't care about 
> it. The message does not say what server version you just entered so it is 
> mostly an annoyance. If I need version info I know where it is. 
> 
> What I would like to see is region rating and a single letter server version 
> code on the map without having to mouse float.
> 
> From: Kent Quirk (Q Linden) 
> 
> Hi, folks. I've just commented on STORM-243, which requests that we have Yet 
> Another Option to allow suppression of the toast that tells you the simulator 
> version changed when you changed to a new region. 
> 
> I think we should delete it entirely. Does anyone care to still get that 
> notification, now that there are usually 3 different simulator versions live 
> on the grid at any time? I don't mean "I can think of an obscure scenario 
> when someone might care." I mean does anyone really need a notification about 
> this, or can we just delete it?
> 
> 
> 
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Re: [opensource-dev] FW: [JIRA] Commented: (STORM-236) Allow the "Speak" button to be removed, like other buttons

2011-01-21 Thread Trilo Byte
Works great in the Mac client.  Sounds nitpicky, but I'd add a space after 
"Speak Button" and before "(Voice Enabled" in the menu


On Jan 21, 2011, at 8:41 AM, WolfPup Lowenhar wrote:

> Please Help test this.
>  
> From: Oz Linden (JIRA) [mailto:no-re...@secondlife.com] 
> Sent: Friday, January 21, 2011 10:57 AM
> To: wolfpu...@earthlink.net
> Subject: [JIRA] Commented: (STORM-236) Allow the "Speak" button to be 
> removed, like other buttons
>  
>  
> [ 
> https://jira.secondlife.com/browse/STORM-236?page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel&focusedCommentId=236477#comment-236477
>  ]
> 
> Oz Linden commented on STORM-236:
> -
> 
> Test builds available at:
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_project-2/rev/219418/index.html
> 
> > Allow the "Speak" button to be removed, like other buttons
> > --
> >
> > Key: STORM-236
> > URL: https://jira.secondlife.com/browse/STORM-236
> > Project: Snowstorm
> >  Issue Type: Story
> > Environment: Irrelevant.
> >Reporter: Mimika Oh
> > Fix For: Product Backlog Proposals
> >
> > Attachments: cantspeakbutton.png, No Speak Button Voice 
> > Disabled.jpg, Screen shot 2010-03-31 at 19.24.55.png, Speak Button Voice 
> > Enabled.jpg
> >
> >  Time Spent: 2 days, 1 hour
> >  Remaining Estimate: 7 hours
> >
> > As a user who does not use Voice, I would like to reclaim the bottom-bar 
> > space occupied by the disabled "Speak" buttons.
> > The bottom bar of the viewer has buttons which can be enabled and disabled 
> > by right-clicking the bar. Except the Speak button, which remains even when 
> > Voice is totally disabled, and can't be removed.
> > Please allow it to be removed.  When voice is disabled, it is just wasting 
> > space.
> 
> --
> This message is automatically generated by JIRA.
> -
> For more information on JIRA, see: http://www.atlassian.com/software/jira
> 
>
> 
> No virus found in this message.
> Checked by AVG - www.avg.com
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Re: [opensource-dev] from debug to prefences

2011-01-24 Thread Trilo Byte
Perhaps the experimental/developer-related debug settings should be accessible 
from the Developer menu (further removing it from casual users).  Then an 
'Advanced Preferences' floater could be made available from the Advanced Menu.  
This would allow for an effort to seriously streamline the main/basic SL 
preferences.  

Net result (other than lots of people complaining about changes lol) would be 
that candy-coating prefs could seriously reduce the learning curve for new 
residents and the 'casual gamer' crowd, as well as provide an improved 
experience for power users.

If it gets done, I propose that the existing preference and debug menu still be 
made available as some sort of 'legacy' option.  Quite a few residents already 
seem to feel there have been far too many sweeping UI changes to the Viewer, 
forcing them into another set without giving them the option to continue with 
the existing controls would only cause more dissension.

On Jan 24, 2011, at 12:42 PM, Nyx Linden wrote:

> Also keep in mind most debug preferences were written by coders who want 
> to provide the functionality to debug features and provide QA with the 
> tools to test features. The debug options themselves often are not 
> formalized / well tested / well supported.
> 
> This would be providing more formal support for untested features. 
> Certainly there's an argument that some specific options have been 
> around long enough and are stable enough that they should be upgraded to 
> supported options. We've moved a few of these into the advanced and 
> develop menus.
> 
> There are multiple classes of debug options here: some that are stable 
> and would do better with bigger visibility, some that are incredibly 
> useful but require more debugging and QA time to be upgraded, and some 
> that probably aren't useful enough to justify the effort.
> 
>  -Nyx
> 
> On 01/24/2011 01:05 PM, Jonathan Welch wrote:
>> There are approximately 1,100 entries in settings.xml, which is the
>> list you see in the Debug Settings floater (perhaps it should be
>> renamed to just Settings).  I don't see any practical way of having
>> all those available in any kind of sane preferences menu system.
>> 
>> It would be good to generate a list of entries that are in there and
>> never used by the code.  Those could be eliminated without much
>> discussion.
>> 
>> You can find a pretty recent list here
>> http://wiki.secondlife.com/wiki/Debug_Settings
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Re: [opensource-dev] STORM-2 test build

2011-01-25 Thread Trilo Byte
Aside from not being very useful in its current state (not being able to 
save/load sidebar, local chat text entry width, or save/load build menu 
floater), build 219546 (mac client) caused an entire system crash on exit, 
resulting in loss of data in other applications.

The sidebar, local chat entry box, and builder's menu are all essential parts 
of the SL user interface.  If comments in the jira are to be believed and 
saving the sidebar isn't essential, then you're forcing users to do something 
that's not obvious or intuitive (forcing them to take the extra step of tearing 
off/positioning a sidebar tab), and making a strong case for the need to do 
away with the sidebar altogether.

TriloByte Zanzibar

On Jan 24, 2011, at 6:34 PM, Philippe (Merov) Bossut wrote:

> Hi,
> 
> Oz build binaries for this project (STORM-2 : As a User, I want to set my own 
> default views with specific UI layout so I can tailor my Viewer experience to 
> the activities I'm most interested in). 
> 
> They are available here:
>
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_project-3/rev/219546/index.html
> 
> Cheers,
> - Merov
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Re: [opensource-dev] STORM-2 test build

2011-01-25 Thread Trilo Byte

On Jan 25, 2011, at 5:05 AM, Vadim Savchuk wrote:

> On 01/25/2011 02:19 PM, Trilo Byte wrote:
>> Aside from not being very useful in its current state (not being able to 
>> save/load sidebar, local chat text entry width, or save/load build menu 
>> floater), build 219546 (mac client) caused an entire system crash on exit, 
>> resulting in loss of data in other applications.
> Have you experienced such crashes with other builds?
No.  

Early builds of the Mesh Project Viewer experienced crash on exit (CTS-399) but 
that's long since been resolved and never caused a system crash/loss of data.  
The Viewer is known to crash spectacularly (causing entire system crash with 
loss of data in other applications) mid-session on Macs with ATI graphics if 
you try to enable shadows/deferred rendering, but the system I'm using doesn't 
have an ATI graphics card in it, and I made no graphics settings changes during 
the session. Machine was running OSX 10.6 for what that's worth.

>> 
>> The sidebar, local chat entry box, and builder's menu are all essential 
>> parts of the SL user interface.  If comments in the jira are to be believed 
>> and saving the sidebar isn't essential, then you're forcing users to do 
>> something that's not obvious or intuitive (forcing them to take the extra 
>> step of tearing off/positioning a sidebar tab), and making a strong case for 
>> the need to do away with the sidebar altogether.
> I didn't say it was not essential. I said that  it was not originally 
> required by the task description and thus should not prevent PO from 
> approving the first-pass implementation (which will of course be improved by 
> further changes).
So long as those elements are working by the time it makes it as far as beta, 
that should be fine.  Just that as tested, so few UI elements were saved/loaded 
it didn't appear to be of much value (at least in the few basic/common 
scenarios I tested.

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[opensource-dev] SSL Handshake Error

2011-01-26 Thread Trilo Byte
Is anybody else getting 'SSL Handshake Error' whenever they attempt to look up 
a resident's profile in the Viewer?  Is this something that's happening 
Viewer-side, or (web) Server-side?  I know the new profile system was working 
fine not long ago, but sometime during the course of the last week they stopped.

Any fixes or workarounds would be greatly appreciated.

TriloByte Zanzibar

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Re: [opensource-dev] Test Viewer

2011-01-26 Thread Trilo Byte
Tried on Mac

STORM-236 Works great, though in build 219680 (mac client) there needs to be a 
space between "Speak button" and "(Voice Enabled)" in the menu item.
STORM-348 appears to be working
STORM-643 looks good, though the width will take some getting used to
STORM-843 excellent!
STORM-845 works!

Side note, I'm getting SSL handshake errors when trying to look up profiles in 
this build as well.

Thankfully, there was no spectacular crash on exit this time, though my entire 
system did freeze for about 15 seconds after clicking the confirmation dialog 
to quit.

TriloByte Zanzibar

On Jan 26, 2011, at 6:44 AM, Oz Linden (Scott Lawrence) wrote:

> The following viewer builds are available for testing:
> 
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_project-2/rev/219680/index.html
> 
> These builds have changes intended to address all of the following issues:
> STORM-236 Allow the "Speak" button to be removed, like other buttons 
> STORM-348 "Edit this shape button" button and "lock" icon are shown after 
> each body part name after resizing the floater 
> STORM-373 'Rename' option is disabled if the inventory context menu was 
> opened by right mouse click without preliminary selection 
> STORM-465 Missing Strings from strings.xml 
> STORM-547 Name of blocked person is not presented in list if person was 
> blocked from Inspector 
> STORM-643 Embed Minimap into the Nearby list of the People Sidebar 
> STORM-843 Inventory incremental string search not working (search starts 
> over) 
> STORM-845 Up arrow icon on nearby chat for "Shows/hides nearby chat log" 
> always shows as an up arrow. Should, show change to down arrow to indicate 
> close when log is open. 
> These are _not_ yet accepted for integration into viewer-development, they 
> are proposed changes under review.  Your feedback (here on the list is best) 
> is solicited...
> 
> 
> 
> 
> 
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Re: [opensource-dev] SSL Handshake Error

2011-01-26 Thread Trilo Byte
And sadly, with the 2.5 beta2 that got pushed out today, now profiles are 
broken for a much larger group of residents. :-(

On Jan 26, 2011, at 8:52 AM, Sarah Kuehnle wrote:

> I'm seeing this on the Mac as well on the beta and development Viewers. This 
> isn't limited to PC-only :(
> 
> 
> On Wed, Jan 26, 2011 at 7:16 AM, Erin Mallory  
> wrote:
> known bug and very annoying.  (its mentioned on a blog post i did as a guest 
> blogger in fact).  Workaround is to use ie or firefox to open a profile first 
> and then they -should- load in the viewer.  (doesn't always work though.)
> 
> > Date: Wed, 26 Jan 2011 10:10:02 -0500
> > From: o...@lindenlab.com
> > To: opensource-dev@lists.secondlife.com
> > Subject: Re: [opensource-dev] SSL Handshake Error
> 
> > 
> > On 2011-01-26 9:56, Trilo Byte wrote:
> > > Is anybody else getting 'SSL Handshake Error' whenever they attempt to 
> > > look up a resident's profile in the Viewer? Is this something that's 
> > > happening Viewer-side, or (web) Server-side? I know the new profile 
> > > system was working fine not long ago, but sometime during the course of 
> > > the last week they stopped.
> > 
> > I'm getting this on viewers built from viewer-development or my local 
> > clones of it... it was fixed on the beta branch recently... I'll try to 
> > figure out what happened with that fix
> > 
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Re: [opensource-dev] Test Viewer

2011-01-26 Thread Trilo Byte
I've never had a problem with navigating to my.secondlife.com with a browser 
(using Safari 5.0.3 on Mac OS).  And web profiles worked fine with 2.5 beta 1 
as well as early 2.6 builds.  They only stopped working within the last several 
days.

Unfortunately, 2.5 beta 2 just got pushed out.  Not only does it automatically 
install by default, but if you change your settings to allow manual 
download/install you'll find that 2.5 b1 is now blocked from accessing the 
grid.  Huge pain, this is a major/critical bug.

On Jan 26, 2011, at 8:31 PM, Harold Brown wrote:

> The SSL errors for web profiles happens if you goto the
> my.secondlife.com site in a browser as well.
> 
> On Wed, Jan 26, 2011 at 8:18 PM, Trilo Byte  wrote:
>> Tried on Mac
>> STORM-236 Works great, though in build 219680 (mac client) there needs to be
>> a space between "Speak button" and "(Voice Enabled)" in the menu item.
>> STORM-348 appears to be working
>> STORM-643 looks good, though the width will take some getting used to
>> STORM-843 excellent!
>> STORM-845 works!
>> Side note, I'm getting SSL handshake errors when trying to look up profiles
>> in this build as well.
>> Thankfully, there was no spectacular crash on exit this time, though my
>> entire system did freeze for about 15 seconds after clicking the
>> confirmation dialog to quit.
>> TriloByte Zanzibar
>> On Jan 26, 2011, at 6:44 AM, Oz Linden (Scott Lawrence) wrote:
>> 
>> The following viewer builds are available for testing:
>> 
>> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_project-2/rev/219680/index.html
>> 
>> These builds have changes intended to address all of the following issues:
>> 
>> STORM-236 Allow the "Speak" button to be removed, like other buttons
>> STORM-348 "Edit this shape button" button and "lock" icon are shown after
>> each body part name after resizing the floater
>> STORM-373 'Rename' option is disabled if the inventory context menu was
>> opened by right mouse click without preliminary selection
>> STORM-465 Missing Strings from strings.xml
>> STORM-547 Name of blocked person is not presented in list if person was
>> blocked from Inspector
>> STORM-643 Embed Minimap into the Nearby list of the People Sidebar
>> STORM-843 Inventory incremental string search not working (search starts
>> over)
>> STORM-845 Up arrow icon on nearby chat for "Shows/hides nearby chat log"
>> always shows as an up arrow. Should, show change to down arrow to indicate
>> close when log is open.
>> 
>> These are _not_ yet accepted for integration into viewer-development, they
>> are proposed changes under review.  Your feedback (here on the list is best)
>> is solicited...
>> 
>> 
>> 
>> 
>> 
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Re: [opensource-dev] "Nearby" people tab

2011-01-29 Thread Trilo Byte
There's a debug setting, I believe called NearMeRange, that you can adjust to a 
number that better suits your needs.

On Jan 29, 2011, at 3:50 PM, Dave Booth wrote:

> Whats the expected behavior of this tab of the people sidebar? I'm 
> currently sitting in a room with 14 other folks, half of whom are on my 
> flist and all within chat range - but this tab tells me "no one nearby". 
> Currently on Second Life 2.6.0 (21) Jan 29 2011 12:57:40 (Second 
> Life Development) but to be honest I dont think I've EVER seen that tab 
> populated, no matter what build or how crowded the venue.
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[opensource-dev] Friends Permissions

2011-02-06 Thread Trilo Byte
Please forgive the silly question, but I seemed to have missed something in the 
transition to web profiles.  On the Friends sidebar panel I can see the icons 
that show what permissions the people on my friends list have (see me online, 
locate me on the map, move my objects, etc), but I can't figure out how to 
change those settings.  It used to be on the Notes & Privacy tab of the 
Profile, but the web profile doesn't have any such option.  Any ideas?

TriloByte Zanzibar
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Re: [opensource-dev] Forum for ATI, Apple and FBO problem

2011-02-13 Thread Trilo Byte
As I understand the issue, the problem is on the ATI side (possibly their 
implementation of OpenGL), and is not specific to Apple.

On Feb 12, 2011, at 5:56 PM, Laurent Bechir wrote:

> 
> Hello,
> 
> Some time ago, I've opened a bug report on Apple website concerning the 
> problem of ATI cards with FBO which stops Mac users to use dynamic 
> shadows. I know they are not officials, but they work quite well with 
> Nvidia cards :). I've received an answer recently asking me for the full 
> System Profiler Report of my machine. I was wondering if accumulating 
> the experiences on that subject would help make the things move faster. 
> So I've set up a forum where mac users wanting to do it could tell their 
> experience with ATI card and join their full System Profiler Report with 
> their experience. I would then put the link to the forum in my bug 
> report. Do you think this could be a good idea ?
> 
> Bug report :
> 
> https://bugreport.apple.com/cgi-bin/WebObjects/RadarWeb.woa/24/wo/KGyze933oURhrNytyxPfAw/5.83.28.0.9
> 
> Forum :
> 
> http://macati.madonie.org/
> 
> 
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[opensource-dev] Hard crash/System Freeze on exit in Mac Client

2011-02-14 Thread Trilo Byte
Merov, you'd asked us to let you know if we were experiencing crashes on exit 
in the mac client...

I started experiencing problems with system freezes upon Viewer exit in builds 
over the last 7-10 days.  Initially just several seconds where other 
applications and the desktop became unresponsive as the SL application shut 
itself down, but over the last three builds sent out via automated build 
notifications (including the most recent, 221087), they have been causing hard 
freezes that result in a system crash with loss of data in other applications.  
This is happening on a couple different machines, all running OSX 10.6, and 
only happening in recent builds.

TriloByte Zanzibar
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Re: [opensource-dev] UI - Picks - no delete button

2011-02-16 Thread Trilo Byte
On the sidebar, "My Profile" and then click on the "My Picks" tab.  Right click 
on and choose delete, or select and then click that trashcan-looking icon at 
the bottom right.  Same way it's been for more than 6 months.

Perhaps the web profile team can add that functionality to what they're doing, 
but I believe that to be a different group.

On Feb 16, 2011, at 1:39 AM, Ann Otoole wrote:

> So exactly how do I delete a pick? Oh never mind. I have to get a third party 
> viewer to do it. Great.
> 
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[opensource-dev] Extended Groups broken?

2011-02-20 Thread Trilo Byte
I'm not sure if this broke in a previous build, but extended groups 
functionality is broken in build 221543 (Mac client).  I can see and access the 
29 groups I currently belong to, but the Viewer will not let me join any new 
groups or accept a group invitation from another resident.  The only workaround 
I could find was to relog using the Viewer 2.5 release.

I tried searching the JIRA, but there are so many groups-related entries I've 
had no luck trying to find an existing issue.  Is anybody else having trouble 
adding groups beyond 25?

TriloByte Zanzibar
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Re: [opensource-dev] Extended Groups broken?

2011-02-20 Thread Trilo Byte
Both the region I was on and the region I'd logged onto  were non-RC servers, 
running server version 11.02.08 220555.  Being that it worked fine when 
relogging using Viewer 2.5, it seems the bug is viewer-side rather than 
server-side.

On Feb 20, 2011, at 4:02 PM, Keith Jaeger wrote:

> Try logging into a non RC sim.  This seems to help that issue.
>  
> > From: trilobyte5...@gmail.com
> > Date: Sun, 20 Feb 2011 15:51:47 -0800
> > To: opensource-dev@lists.secondlife.com
> > Subject: [opensource-dev] Extended Groups broken?
> > 
> > I'm not sure if this broke in a previous build, but extended groups 
> > functionality is broken in build 221543 (Mac client). I can see and access 
> > the 29 groups I currently belong to, but the Viewer will not let me join 
> > any new groups or accept a group invitation from another resident. The only 
> > workaround I could find was to relog using the Viewer 2.5 release.
> > 
> > I tried searching the JIRA, but there are so many groups-related entries 
> > I've had no luck trying to find an existing issue. Is anybody else having 
> > trouble adding groups beyond 25?
> > 
> > TriloByte Zanzibar
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[opensource-dev] Version numbering

2011-03-04 Thread Trilo Byte
I understand the rationale behind dialing back the version numbering to 2.5.1 
(it put the viewer on a path towards 3.0 much sooner than may have been 
desired), but seeing as 2.5.1 was given an official release yesterday shouldn't 
the development snapshots be on 2.5.2 to avoid confusion?

TriloByte Zanzibar
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Re: [opensource-dev] PO Test build (sprint 12)

2011-03-04 Thread Trilo Byte
Tested the Mac client.

* STORM-28 : As a User, I want the ability to send my calling card to others.

No idea how to test, neither the JIRA nor the Viewer UI make it clear how to 
create your own calling card.  It's not in the gear menu, and it's not in the + 
menu.  Sharing existing calling cards appears to work.

* STORM-236 : Allow the "Speak" button to be removed, like other buttons

Hooray!

* STORM-494 : Message Well window is undocked while opening Side bar

It now stays docked, but overlaps the sidebar in the Mac client (build 222709), 
see attached.  Shouldn't the anchor for the floater be at the corner, so as to 
prevent it from obscuring the sidebar?

* STORM-990 : The arrow in the bottom right of the Landmark panel points down

Fixed

* STORM-1015 : Unable to select right Login Landmark when its name is not unique

Fixed

* STORM-1020 : It is sometimes necessary to press ALT+CTRL+D twice to get the 
Debug menu on the login screen

I never had the problem to begin with in the Mac client, but ctrl-option-d 
works as expected.

* STORM-1036 : Remove the unused "How to create a new Classified ad" 
notification from XUI

It's worth noting that this viewer causes my Mac to completely freeze for 15-20 
seconds, please make sure whatever code is doing that doesn't get brought into 
the viewer.  The project viewer also appears to have a more outdated 
GPU_table.txt too.  While Recent viewer builds are mis-identifying my nVidia 
Quadro 4000 as a GeForce 9500, 222709 is launching with an unknown GPU error.

TriloByte Zanzibar

On Mar 3, 2011, at 10:49 PM, Philippe (Merov) Bossut wrote:

> Hi,
> 
> Keeping up good habits, I created the first test build of sprint 12:
> 
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/merov_viewer-development-import/rev/222709/index.html
> 
> This build contains fixes for the following:
> * STORM-28 : As a User, I want the ability to send my calling card to others.
> * STORM-236 : Allow the "Speak" button to be removed, like other buttons
> * STORM-494 : Message Well window is undocked while opening Side bar
> * STORM-990 : The arrow in the bottom right of the Landmark panel points down
> * STORM-1015 : Unable to select right Login Landmark when its name is not 
> unique
> * STORM-1020 : It is sometimes necessary to press ALT+CTRL+D twice to get the 
> Debug menu on the login screen
> * STORM-1036 : Remove the unused "How to create a new Classified ad" 
> notification from XUI
> 
> Test welcome. Please report issues in the JIRAs themselves. If you have 
> credential to "PO Approve" those JIRAs, please do.
> 
> Cheers,
> - Merov
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Re: [opensource-dev] Version numbering

2011-03-04 Thread Trilo Byte
2.9 and 2.09 are two very different version numbers.  But the point of my email 
is that now that LL has re-versioned and released 2.5.1 officially, shouldn't 
the development snapshot get bumped up to 2.5.2 or 2.5.3?

On Mar 4, 2011, at 11:49 AM, Kadah wrote:

> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
> 
> I believe versioning numbers would go from 2.9 to 2.10 instead of 3.0
> 
> I think SL has used the non-decimal numerical school of thought for
> versioning on the viewers, like with Viewer 1
> 
> On 3/4/2011 6:45 AM, Trilo Byte wrote:
>> I understand the rationale behind dialing back the version numbering to 
>> 2.5.1 (it put the viewer on a path towards 3.0 much sooner than may have 
>> been desired), but seeing as 2.5.1 was given an official release yesterday 
>> shouldn't the development snapshots be on 2.5.2 to avoid confusion?
>> 
>> TriloByte Zanzibar
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> -BEGIN PGP SIGNATURE-
> Version: GnuPG v1.4.10 (MingW32)
> Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/
> 
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Re: [opensource-dev] PO Test build (sprint 12)

2011-03-04 Thread Trilo Byte
Found it, thanks.  Though in my earlier session it wasn't turning up, even when 
searching for it.

On Mar 4, 2011, at 12:42 PM, Sergey Litovchuk wrote:

> Your own calling card should be found at My Inventory/Calling 
> Cards/Friends/All folder. From there it can be shared via the context menu 
> "Share" option.
> 
> On 03/04/2011 05:17 PM, Trilo Byte wrote:
>> Tested the Mac client.
>> 
>> * STORM-28 : As a User, I want the ability to send my calling card to others.
>> 
>> No idea how to test, neither the JIRA nor the Viewer UI make it clear how to 
>> create your own calling card.  It's not in the gear menu, and it's not in 
>> the + menu.  Sharing existing calling cards appears to work.
>> 

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Re: [opensource-dev] Release 2.5.2 candidate is available

2011-03-12 Thread Trilo Byte
One request - at least for the Mac client (not sure if the other platform 
builds are set up this way).  Please give pre-release builds an appropriate 
name (ie Project, Development, Developer, etc).  If I were to follow the 
instructions and drag the application into my applications folder, it would 
overwrite the official release version.  Since the Installer dmg file is 
read-only, the workaround is to drag the file to another location and then 
rename before pulling it into applications.

STORM-1014 Viewer crash in LLSurface::getWaterHeight
No problems, but I imagine you'd need godmode powers to be able to test.
STORM-1026 Viewer crahes while trying to reset Graphics quality
Can't test, the viewer still doesn't support the GPU in my Mac (I don't believe 
SL recognizes any GPU released for Mac since last October).
STORM-1046 Crash in LWorld::removeRegion
No idea how to test
STORM-1047 Crash at LLViewerObjectList::renderObjectsForMap(LLNetMap &) 
[secondlife-bin llviewerobjectlist.cpp]
No trouble using map.  Pan/zoom enable/disable features and items works as 
expected.
STORM-1049 Crash at LLViewerFetchedTexture::forceToSaveRawImage(int,bool) 
[secondlife-bin llviewertexture.cpp]
No idea how to test
STORM-1052 Crash at LLVOCacheEntry::~LLVOCacheEntry() line 138
No idea how to test
STORM-1053 Crash at LLTextureCache::writeToCache line
No idea how to test

Overall, very stable/no crashes.

TriloByte Zanzibar

On Mar 11, 2011, at 1:51 PM, Oz Linden (Scott Lawrence) wrote:

> The build link is: 
> 
>  
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/viewer-pre-release/rev/223426/index.html
> 
> This build has no feature changes; it is a set of crash fixes:
> 
> STORM-1014 Viewer crash in LLSurface::getWaterHeight
> STORM-1026 Viewer crahes while trying to reset Graphics quality
> STORM-1046 Crash in LWorld::removeRegion
> STORM-1047 Crash at LLViewerObjectList::renderObjectsForMap(LLNetMap &) 
> [secondlife-bin llviewerobjectlist.cpp]
> STORM-1049 Crash at LLViewerFetchedTexture::forceToSaveRawImage(int,bool) 
> [secondlife-bin llviewertexture.cpp]
> STORM-1052 Crash at LLVOCacheEntry::~LLVOCacheEntry() line 138
> STORM-1053 Crash at LLTextureCache::writeToCache line
> 
> the plan, subject to testing over the next few days, is to push that to the 
> release channel early next week.
> 
> Community testing in the mean time is appreciated.
> 
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Re: [opensource-dev] Snowstorm 2.6.1 with Advanced and Basic mode

2011-03-18 Thread Trilo Byte
It requires two restarts, doesn't it?  One to quit and exit and restart to the 
login screen, and then a second once you make the mode switch to advanced.

It's a great idea, but the execution needs some work.  My concerns/impressions 
so far:

1) As with a lot of other software, a significant chunk of the user base will 
never go beyond basic mode.  Forget content creation - you can't change 
clothes/hair or access your inventory (to rez purchased items or freebies).

2) I agree with Hitomi's comment, this could/should have been done as a viewer 
skin implementation.  Open up that door, and let the community get more 
invested in using (and creating) skins for the viewer.

3) I think the mode names should be different.  Advanced could seem 
intimidating to users who are new or who only have casual interest, and adds 
confusion considering that there's an advanced mode/menu within the Advanced 
mode.  Perhaps renaming to 'Pro' or 'Hardcore' would convey the idea that this 
is where the power users go.  And while the Basic mode may be a great discovery 
tool for users in their first hour of Second Life, in its current incarnation 
you wouldn't want people to spend too much of their SL time just using that.  
Perhaps 'Starter' or some other word that conveys the idea that this is where 
you get your feet wet.

4) If basic needs to be that stripped down, then there definitely needs to be a 
middle ground.  If 80% of SL users aren't content creators, that also means 
that 80% of SL residents are consumers who use freebies and purchase content 
that's made by other residents.  The 'mainstream' skin needs to add in the 
ability to manage inventory, rez objects, and wear clothes/skins/hair/etc.  In 
lieu of full building menu/controls, it should have some 'adjust' functionality 
so users can adjust the position of furniture, attachments, trees, etc.

5) Hey look, did anybody else notice that the sidebar tabs were gone?  Please 
can we have that as an option in the current advanced mode?  I've been able to 
get acclimated to having them there, but it seems like a fairly significant 
percentage of residents don't care for buttons on the side of the screen.  
Giving people the flexibility to use either bottom row buttons or 
enable/disable sidebar would probably help improve adoption rates.

Cheers

TriloByte Zanzibar

On Mar 17, 2011, at 1:25 AM, Yoz Grahame wrote:

> 
> On 16 March 2011 20:25, Yoz Grahame  wrote:
> 
> You can switch between Basic and Advanced mode on the login screen. Switching 
> currently requires a viewer restart; we're looking into ways to make that 
> easier, though that may not be achievable for the 2.6 release.
> 
> Sorry, I should make sure to not get people's hopes up unduly: Switching 
> between modes without restart would require extensive additional work. We all 
> want it, but as yet we don't know if or when it'll happen.
> 
> -- Yoz
> 
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Re: [opensource-dev] autobuild & VS 2010 support merged to viewer-development

2011-04-02 Thread Trilo Byte
Mac client seems to be running fine, save for web profiles (though that may not 
be a viewer specific issue).

On Apr 2, 2011, at 8:17 PM, Oz Linden (Scott Lawrence) wrote:

> On 2011-04-01 20:56, Oz Linden (Scott Lawrence) wrote:
>> On 2011-04-01 18:08, Oz Linden (Scott Lawrence) wrote:
>>> The autobuild and Visual Studio 2010 branch has been merged to 
>>> viewer-development
>> 
>> This is a big change in the tools and many of the libraries that go 
>> into the viewer, so please download a Development viewer for your 
>> weekend fun and let us know how it works for you.
> 
> 
> As much as I want everyone to be able to build this new version (and as 
> I said, we'll be making that easier for open developers shortly), I'd 
> love to see some reports that people are just downloading the 
> Development viewer and running our build to let us know what's working 
> and what isn't.
> 
> https://wiki.secondlife.com/wiki/Snowstorm_Team
> 
> or
> 
> https://wiki.secondlife.com/wiki/Downloading_test_builds#Development_Integration
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Re: [opensource-dev] autobuild & VS 2010 support merged to viewer-development

2011-04-04 Thread Trilo Byte
Found something that appears to have broken in 225670 - multi-wearables.

Adding multiple attachments still works as expected, right click on an 
attachment in your inventory or the My Appearance tab and choose Add to add it 
to your currently worn outfit.  However, multiple layers is broken - the Add 
button is ghosted when selecting additional clothing layers in your SL 
inventory.  It does work as expected if selecting an additional clothing layer 
item from one of your established outfit folders in the My Appearance tab.

I'll start winding back through the builds to try and identify the version this 
was broken in, this is a major regression to the fashion set and hopefully this 
can be fixed before 2.6.3 goes to beta.

On Apr 1, 2011, at 3:08 PM, Oz Linden (Scott Lawrence) wrote:

> The autobuild and Visual Studio 2010 branch has been merged to 
> viewer-development
> 
> develop.py is dead, long live autobuild
> 
> We did not get the OPEN-50 changes in before this merge, but it will be 
> very high priority for early next week.
> 
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Re: [opensource-dev] autobuild & VS 2010 support merged to viewer-development

2011-04-04 Thread Trilo Byte
Last build with working multi-wearables (on Mac client, anyways) was 225589.  
I've created a JIRA issue for the bug - 
https://jira.secondlife.com/browse/VWR-25421

If any Windows/Linux users could please check this out and see if they can 
reproduce, I'd appreciate it.

TriloByte Zanzibar

On Apr 4, 2011, at 7:47 PM, Trilo Byte wrote:

> Found something that appears to have broken in 225670 - multi-wearables.
> 
> Adding multiple attachments still works as expected, right click on an 
> attachment in your inventory or the My Appearance tab and choose Add to add 
> it to your currently worn outfit.  However, multiple layers is broken - the 
> Add button is ghosted when selecting additional clothing layers in your SL 
> inventory.  It does work as expected if selecting an additional clothing 
> layer item from one of your established outfit folders in the My Appearance 
> tab.
> 
> I'll start winding back through the builds to try and identify the version 
> this was broken in, this is a major regression to the fashion set and 
> hopefully this can be fixed before 2.6.3 goes to beta.
> 
> On Apr 1, 2011, at 3:08 PM, Oz Linden (Scott Lawrence) wrote:
> 
>> The autobuild and Visual Studio 2010 branch has been merged to 
>> viewer-development
>> 
>> develop.py is dead, long live autobuild
>> 
>> We did not get the OPEN-50 changes in before this merge, but it will be 
>> very high priority for early next week.
>> 
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[opensource-dev] Fwd: PO Review Build

2011-04-08 Thread Trilo Byte
Oops - hit reply instead of reply all...
> 
> Checked out on Mac client.
> 
>> STORM-250 [#STORM-250] Unexpected "More" text appears in the About Landmark 
>> panel after minimising the floater - Second Life Bug Tracker 
> Unexpected 'More' text no longer appears, but arrow button (lower right of 
> floater) stretched/distorted.
> 
>> STORM-610 [#STORM-610] Changes to Environment Editor: water color change is 
>> not saved - Second Life Bug Tracker 
> Works as expected.
> 
>> STORM-954 [#STORM-954] SL-viewer 2.0 No nearby people when over 
>> approximately 1000 meters - Second Life Bug Tracker 
> Now works as expected - excellent!
> 
>> STORM-1057 [#STORM-1057] [TRUNCATION/LAYOUT] Make space larger for full 
>> strings to appear in the Move & View Preferences,
> Appears to be fixed/width adjusted.
> 
>> STORM-1098 [#STORM-1098] Debug setting ShowNetStats has wrong description - 
>> Second Life Bug Tracker 
> Description appears to be updated
> 
>> STORM-1101 [#STORM-1101] Using the -login parameter makes some keys and 
>> right click menus not work - Second Life Bug Tracker 
> (I don't use -login parameters)
> 
>> STORM-1109 [#SOCIAL-864] Check box resizes incorrectly if applying word wrap 
>> to its label. - Second Life Bug Tracker 
> No permission to view issue
> 
>> STORM-1110 [#STORM-1110] Remove old 1.23 purple text from alerts, anywhere 
>> else it appears - Second Life Bug Tracker 
> Barney appears to have been vanquished, no purple text found. 
> 
>> STORM-1117 [#STORM-1117] Placing calling cards in prims should be disabled - 
>> Second Life Bug Tracker 
> Works as expected
> 
>> STORM-1118 [#STORM-1118] Viewer crashes when user tries to upload image 
>> without JFIF header - Second Life Bug Tracker 
> Works as expected. Viewer does not crash when uploading example file, but 
> displays Unable to Read Image error message.
> 

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Re: [opensource-dev] PO Review Build

2011-04-13 Thread Trilo Byte
I was able to check a few of these, Mac client.

> STORM-842 "Start at" list isn't populated with favorites if user name is 
> typed in fashion "firstname.lastname" 
OK

> STORM-1139 "Apply Changes to Region" works for water but not for sky 
Untestable with this viewer (it doesn't have estate-level windlight support)

> STORM-1145 Changes to Favorites are not reflected on the login locations menu 
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Re: [opensource-dev] Mesh support current status???

2011-04-16 Thread Trilo Byte
Mesh User Group (ideal place to ask such questions).  There's also an archive 
of past meeting agendas/notes.
http://wiki.secondlife.com/wiki/Content_Creation/Mesh_Import/Scripting_User_Group

Mesh Community Forums, should be a fair bit of information there about avatars 
and other forms of mesh object creation.
http://community.secondlife.com/t5/Mesh/bd-p/Mesh

I don't believe a firm date has been announced or even hinted at, but the Mesh 
team User Groups (on Mondays at 11am SLT) or a blog post is where that 
information is likely going to be communicated.

TriloByte Zanzibar

On Apr 16, 2011, at 12:29 PM, Robert Martin wrote:

> Does anybody have a WORKING link to what the current state of mesh is?
> Im particularly interested in what work has been done on Mesh based
> avatars. Bonus if somebody has an idea as to if we will have mesh on
> the main grid before say third quarter this year.
> 
> -- 
> Robert L Martin
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Re: [opensource-dev] Mesh support current status???

2011-04-17 Thread Trilo Byte
Brandon, your comments seem to be misinformed.  The team working on mesh, as 
well as the residents involved in testing and feedback, have been far from 
hibernating.  They have weekly meetings which are open to the public and what 
appears to be active message boards as well as test/sandbox regions on the 
aditi grid.  Links are in previous posts, you're welcome to join in and 
participate (at one point they were even offering parcels on aditi that you 
could sign up for, so you could better test and play around with mesh if you 
wanted).

As for Blue Mars, Geenz is absolutely correct.  Blue Mars is not going to be 
offering Mac support anytime soon.  Regardless of whether they wanted to or had 
the money (which they don't), the game engine they built the desktop version of 
their virtual world on is DirectX/PC only.

Their recent announcement that they're shifting to iOS could also be read as 
"we've run out of money to develop for the desktop in a meaningful way and are 
going to try another, possibly less expensive approach.  Their iOS app seemed 
to be a completely different approach, starting as a 'hot or not' avatar rating 
program, with eventual dreams of being more like IMVU.  it remains to be seen 
whether they'll survive.


On Apr 17, 2011, at 10:41 AM, Geenz Spad wrote:

> I think you're referring to their announcement that they were shifting focus 
> to iOS, not MacOS.  They have never announced Mac support for Blue Mars, and 
> they still support the PC all the same.
> 
> On Sun, Apr 17, 2011 at 11:59 AM, Brandon Husbands  wrote:
> There was an announcement t hey wold only be supporting mac a few months ago.
> 
> 
> On Sun, Apr 17, 2011 at 11:50 AM, Laurent Bechir  
> wrote:
> 
> Le 17 avr. 2011 à 17:05, Brandon Husbands a écrit :
> 
> > as soon as blue mars decided to go mac only the mesh project went into 
> > hibernation..
> > No more competition... so no need for it to progress..
> 
> Where have you eard that Blue Mars would work on Mac ? I see nothing on their 
> website.
> 
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[opensource-dev] Build 227442 - Freeze On Exit

2011-04-22 Thread Trilo Byte
I'm experiencing a system freeze of 3-5 seconds in build 227442, Mac client.  
Mouse cursor can move, but all other application windows frozen and 
unresponsive between the time I click to confirm Quit and application has fully 
shut down.  Anyone else experiencing this, on Mac or elsewhere?

TriloByte Zanzibar
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[opensource-dev] IM/Group chat icons?

2011-04-24 Thread Trilo Byte
I can't tell if this is a bug or not (since a fair number of jira's referenced 
in recent builds are issues we don't have permission to view), but in build 
227447 (Mac client), it appears there's been a change to the way IM's and group 
chat icons appear on the bottom of the screen.  

In the past, the icon was always a miniature version of that avatar's profile 
or the group's icon.  With 227447, all group and IM icons are black, with what 
appears to be a part of the voice chat icon (which also has a red 'no' icon 
overlaid if the individual/group is not on voice), and the yellow dot (which 
indicated something new had been said) has been changed slightly to become a 
cartoon speech bubble.

How can I disable this or revert back?  I'd suspect it's a bug, but this 
appears to be a deliberate icon and not a graphics glitch.  Individualized 
icons made it much easier to keep track of multiple conversations and chats, 
and for those of us who don't use speech in SL a string of partial icons with 
red circle-bar icons above them is distracting and annoying.

TriloByte Zanzibar
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Re: [opensource-dev] 2.6.x builds and enhanced body physics?

2011-05-03 Thread Trilo Byte
It's in the 2.6.3 Viewer, which was released last week.  It's also in current 
development builds.

On May 3, 2011, at 9:04 AM, Tillie Ariantho wrote:

> Hello,
> 
> do 2.6.x builds have the enhanced body physics too or is this a feature of 
> that special beta, only?
> 
> Tillie
> 
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Re: [opensource-dev] ATI vs NV vs OSX

2011-05-11 Thread Trilo Byte
Caveat - shadows are still in the experimental stages at LL, even moreso on the 
Mac (as I understand it, the team doing that work within LL has little to no 
access to Mac hardware for testing and experimentation).

Shadows currently work on nVidia Macs with the following GPU's: GeForce 9400m, 
GeForce 9600m GT, GT-120, GT-320M, GT-330M, and GTX-285.  The Quadro 4000 
supports shadows when running the Windows SL client under boot camp or even in 
the Parallels virtual machine, but not reliably on the Mac client.  I've heard 
mixed reports about shadows working on the GeForce 8800GT.  

They do not work yet on any ATI Mac when running the Mac client, though there 
are plans to fix that at some point.  It is not a case of waiting on a change 
in drivers on Apple's end, but changes and improvements to the code on LL's 
end.  Since the team involved with getting that moving are also the same folks 
tasked with working on mesh (an understandably higher priority project), it's 
moving slowly.  Then add the stuff I mentioned in the caveat (it's still 
considered experimental which makes it 'back-burner' status, plus they don't 
have the proper equipment to be able to test and experiment internally).

From a hardware and OS/driver/OpenGL standpoint, both nVidia and ATI's hardware 
are more than capable of doing the job under either version of the OS (the 
professional 3D rendering apps don't seem to have any trouble with shadows, 
depth of field, or global illumination on any reasonably powerful card), the 
issue is in the SL application code.

On May 11, 2011, at 12:20 AM, Marc Adored wrote:

> So I am building a machine we shall call it a haxintosh... It will be
> running OSX I was just wondering if ATI or Nvidia was better supported
> for SecondLife on OSX? I know OSX chose ATI for there machines but
> does SL support it or would I be better off to get Nvidia anyways? I
> really want everything shadows lighting all that. Ive seen issues on
> OSX for some people but I dont know if its ATI or SL's problems with
> the os directly. I know this is the opensource dev list but I figured
> you guys would know this stuff better then anyone being in the
> trenches and all :P
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Re: [opensource-dev] Mesh branch merged to viewer-development

2011-05-17 Thread Trilo Byte
It's also surprisingly difficult to do much in the way of testing against all 
those wonderful changes, when the vast majority of the JIRA's referenced aren't 
public.  Can someone maybe consider the idea that if a change is going to get 
merged into viewer development, the associated jira's need to be publicly 
accessible (except in cases of security issues, of course).

On May 17, 2011, at 11:22 AM, Oz Linden (Scott Lawrence) wrote:

> 
> The mesh team development branch has been merged to viewer-development 
> (with the actual mesh support disabled, but with many rendering and 
> other fixes active).
> 
> Your next pull of the tip of viewer-development will bring you ~2250 
> changesets; pay careful attention to any merges of your local changes.
> 
> Some of the changes may cause problems with using the Debug (and 
> DebugOS) configurations.  If you have problems, please bring them up on 
> the list.  Don't file a jira yet unless you believe you have diagnosed a 
> specific issue well enough that a fix is possible.  If it turns out that 
> these configurations are not working well, getting them fixed will be a 
> high priority this week.
> 
> If you would like to update your repository to the latest possible 
> change _before_ the mesh branch move (and let the rest of us sort out 
> any problems that arise), then you can pull the tag '2.6.9-start'; the 
> mesh merge is the next revision after that tag.
> 
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Re: [opensource-dev] Mesh branch merged to viewer-development

2011-05-17 Thread Trilo Byte
It's there in 230165 (Mac client).  Once you start typing in the field, an x 
appears at the right to clear it.  

The wrong name in the application window persists.

The Ambient Occlusion & Depth Of Field checkboxes are still disabled in 
preferences on nVidia Macs, though the functionality works on nVidia 9400m and 
above GPU's.

Attempting to check the Lighting and Shadows checkbox on an ATI Mac results in 
a hard system crash.  Per comments in STORM-1210 and email discussion with 
Runitai & others, the checkbox was to have been disabled/ghosted for ATI Mac 
users until they could get the functionality working.  The checkbox is still 
enabled, and the hard crash persists.  Runitai is aware of this situation, and 
the need to get this fixed before release.

There is a significant graphical tearing  on the Mac client that persists in 
230165 (avatar standing in place, hold down left or right arrow keys to turn in 
a circle).  Turning off VBO reduces the effect, but doesn't eliminate it.

Changes to Anti-Aliasing in Mac client now require a restart to take effect.  
The change in behavior is documented, but still unwelcome.  For users on 
low-end or mid-range computers (who often have AA off while exploring or at 
events for performance, but turn it on/up for snapshots), this is a significant 
break in immersion.

On May 17, 2011, at 5:48 PM, Ardy Lay wrote:

> I have been asked if the X button to clear inventory search is 
> deliberately removed or if that's an "oops".
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Re: [opensource-dev] Mesh branch merged to viewer-development

2011-05-18 Thread Trilo Byte
I'm also experiencing some issues with bulk image uploads not adhering to the 
default upload permissions (Mac client, build 230167).

Click + -> Upload -> Set Default Permissions and then check the set next owner 
perms to modify, copy, resell/giveaway

Click + -> Upload -> Bulk  and then select a range of image files.

Upload completes normally, but images don't have correct perms.


On May 17, 2011, at 11:22 AM, Oz Linden (Scott Lawrence) wrote:

> 
> The mesh team development branch has been merged to viewer-development 
> (with the actual mesh support disabled, but with many rendering and 
> other fixes active).
> 
> Your next pull of the tip of viewer-development will bring you ~2250 
> changesets; pay careful attention to any merges of your local changes.
> 
> Some of the changes may cause problems with using the Debug (and 
> DebugOS) configurations.  If you have problems, please bring them up on 
> the list.  Don't file a jira yet unless you believe you have diagnosed a 
> specific issue well enough that a fix is possible.  If it turns out that 
> these configurations are not working well, getting them fixed will be a 
> high priority this week.
> 
> If you would like to update your repository to the latest possible 
> change _before_ the mesh branch move (and let the rest of us sort out 
> any problems that arise), then you can pull the tag '2.6.9-start'; the 
> mesh merge is the next revision after that tag.
> 
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[opensource-dev] Slightly OT: Are chat icons broken for everyone in 2.6.6 release?

2011-05-19 Thread Trilo Byte
This had gotten fixed quite a few builds ago, but somebody appears to have 
picked a poor build to push out as an official release.
https://jira.secondlife.com/browse/VWR-25595

I've seen it happen on several Macs, is this happening with Windows and Linux 
as well?

TriloByte Zanzibar
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Re: [opensource-dev] Slightly OT: Are chat icons broken for everyone in 2.6.6 release?

2011-05-19 Thread Trilo Byte
I saw that, it's a shame that major regressions are considered by management to 
be acceptable to force upon all residents.  For social users of SL, it's a 
reason to stop using the Linden viewer or consider taking a break from SL  :-/

Shouldn't the JIRA still be open in some kind of pending status, pending the 
actual release of the fixed client?

On May 19, 2011, at 4:14 PM, Anya Kanevsky wrote:

> And by 2.6.7 i meant to say 2.6.8
> It's just one of those days. 
> 
> 2011/5/19 Anya Kanevsky 
> It's a known issue that's fixed in 2.6.7.  Unfortunately the fix didn't make 
> it into the 2.6.6 release. 
> (see EXP-749)
> 
> a
> 
> 
> 2011/5/19 Trilo Byte 
> This had gotten fixed quite a few builds ago, but somebody appears to have 
> picked a poor build to push out as an official release.
> https://jira.secondlife.com/browse/VWR-25595
> 
> I've seen it happen on several Macs, is this happening with Windows and Linux 
> as well?
> 
> TriloByte Zanzibar
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Re: [opensource-dev] Mesh branch merged to viewer-development

2011-05-19 Thread Trilo Byte
With so many of the jiras related to this merge not being publicly accessible, 
I wouldn't know where to start looking for the issue to report it under.  But 
this one seems to have appeared since the mesh merge...

First appeared in 230343, but the changelog for that build only shows STORM-1100

Checked checkboxes in the Mac client show with garbled graphics instead of a 
checked box.  In an unchecked state, they appear normally. (any tab of 
preferences or the build menu will do).

TriloByte Zanzibar

On May 17, 2011, at 11:22 AM, Oz Linden (Scott Lawrence) wrote:

> 
> The mesh team development branch has been merged to viewer-development 
> (with the actual mesh support disabled, but with many rendering and 
> other fixes active).
> 
> Your next pull of the tip of viewer-development will bring you ~2250 
> changesets; pay careful attention to any merges of your local changes.
> 
> Some of the changes may cause problems with using the Debug (and 
> DebugOS) configurations.  If you have problems, please bring them up on 
> the list.  Don't file a jira yet unless you believe you have diagnosed a 
> specific issue well enough that a fix is possible.  If it turns out that 
> these configurations are not working well, getting them fixed will be a 
> high priority this week.
> 
> If you would like to update your repository to the latest possible 
> change _before_ the mesh branch move (and let the rest of us sort out 
> any problems that arise), then you can pull the tag '2.6.9-start'; the 
> mesh merge is the next revision after that tag.
> 
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Re: [opensource-dev] Mesh branch merged to viewer-development

2011-05-20 Thread Trilo Byte
230331 fixes the garbled graphics issue, but broken bulk uploading persists.  I 
filed it - VWR-25824

If anybody else could verify/reproduce, I'd appreciate it.  Not sure at this 
point if it's specific to the Mac client or affects all platforms.

TriloByte Zanzibar

On May 19, 2011, at 4:46 PM, Trilo Byte wrote:

> With so many of the jiras related to this merge not being publicly 
> accessible, I wouldn't know where to start looking for the issue to report it 
> under.  But this one seems to have appeared since the mesh merge...
> 
> First appeared in 230343, but the changelog for that build only shows 
> STORM-1100
> 
> Checked checkboxes in the Mac client show with garbled graphics instead of a 
> checked box.  In an unchecked state, they appear normally. (any tab of 
> preferences or the build menu will do).
> 
> TriloByte Zanzibar
> 
> On May 17, 2011, at 11:22 AM, Oz Linden (Scott Lawrence) wrote:
> 
>> 
>> The mesh team development branch has been merged to viewer-development 
>> (with the actual mesh support disabled, but with many rendering and 
>> other fixes active).
>> 
>> Your next pull of the tip of viewer-development will bring you ~2250 
>> changesets; pay careful attention to any merges of your local changes.
>> 
>> Some of the changes may cause problems with using the Debug (and 
>> DebugOS) configurations.  If you have problems, please bring them up on 
>> the list.  Don't file a jira yet unless you believe you have diagnosed a 
>> specific issue well enough that a fix is possible.  If it turns out that 
>> these configurations are not working well, getting them fixed will be a 
>> high priority this week.
>> 
>> If you would like to update your repository to the latest possible 
>> change _before_ the mesh branch move (and let the rest of us sort out 
>> any problems that arise), then you can pull the tag '2.6.9-start'; the 
>> mesh merge is the next revision after that tag.
>> 
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Re: [opensource-dev] Sorting table displays

2011-06-05 Thread Trilo Byte
For group lists and IM floaters, I'd personally prefer a name sort as primary, 
as any time I'm ever actually looking at the list, I'm looking for a specific 
individual.  But in the group list, I can see the value of online status first, 
then by name (to see who's on)


On Jun 5, 2011, at 9:43 AM, Jonathan Welch wrote:

> When you open up the information for a group and get the list of
> members, their role title, and their last active date none of those
> columns are sorted by default.  Should one be and if so, which one?
> 
> Are there other tables like this that you can think of which would
> benefit from being sorted (with some help I made this change for the
> results in the World map)?
> 
> -jonathan
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Re: [opensource-dev] Minimum draw distance

2011-06-06 Thread Trilo Byte
Vertical slider for the win! :-)

I'm fine with existing settings, but given the large percentage of SL users 
that are using 'class 0' machines, I think a 48m or even 32m minimum would 
improve the experience and reduce the likelihood of crashing (especially at 
events or complex builds).

On Jun 6, 2011, at 9:37 AM, Jonathan Welch wrote:

> I have been working on a draw distance slider and realized this would
> be a good time to have a discussion about what the lowest value you
> can set your draw distance to should be.
> 
> If you have an opinion of why it should be lowered from what it is
> now, 64, please reply to this message with your reasoning.
> 
> Thank you,
> 
> -Jonathan
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Re: [opensource-dev] Minimum draw distance

2011-06-08 Thread Trilo Byte
I agree, I love having a slider.  But I think this one's going to be a vertical 
slider, behaving something like the way the volume control does.  Hopefully 
we'll get to take a peek soon :-)

On Jun 7, 2011, at 3:41 AM, Hitomi Tiponi wrote:

> On 6/6/2011 12:37 PM, Jonathan Welch wrote:
> > I have been working on a draw distance slider and realized this would
> > be a good time to have a discussion about what the lowest value you
> > can set your draw distance to should be.
> >
> > If you have an opinion of why it should be lowered from what it is
> > now, 64, please reply to this message with your reasoning.
> >
> > Thank you,
> >
> > -Jonathan
> 
> Yay - good to see that you guys are finally working on something that has 
> been in the StarLight skin for over a year - please have a look at my xml 
> code if you want.
> 
> I did some experimentation with it a while back and found that 32 was a good 
> minimum distance - if you go much lower you find that the camera behaves 
> oddly when editing appearance.  Also you have to think what you want as a 
> maximum distance - I have chosen 992 because some people want to see a long 
> way when sailing etc. (and it was highest multiple of 32 under 1000).
> 
> Hitomi
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Re: [opensource-dev] Minimum draw distance

2011-06-09 Thread Trilo Byte
Awesome slider!  Works great on the mac client.  Two things:

1) Needs a better icon (black on the dark gray UI is extremely difficult to 
make out)
2) PLEASE for the sake of all those poor class 0 machines, allow the minimum to 
be set to 32 or at least 48m

This is going to make things easier for a lot of people :)

On Jun 9, 2011, at 12:00 PM, Oz Linden (Scott Lawrence) wrote:

> On 2011-06-08 13:55, Trilo Byte wrote:
>> 
>> I agree, I love having a slider.  But I think this one's going to be a 
>> vertical slider, behaving something like the way the volume control does.  
>> Hopefully we'll get to take a peek soon :-)
> 
> here's the review viewer:
> 
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_project-3/rev/232119/index.html
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Re: [opensource-dev] Review viewer -- draw distance slider

2011-06-11 Thread Trilo Byte
Today, novice users are already hurting themselves by a much larger measure.  
At the earliest stages, they're directed by other residents to click the 
advanced button and right away change the slider.  Not only are they 
potentially hurting themselves with the slider, but there are a wide range of 
other controls they may not understand. I see it happen with great regularity 
in the small number of SL groups that I participate in, and have no doubts it's 
happening everywhere on the grid.

Given the choice between binoculars and a speaker icon, I'm not that concerned 
that a newbie will choose the binoculars to change their volume, but someone 
without any ideas just wiggling buttons is a portential issue.  As OO and I had 
mentioned previously, I think a tooltip floater with simple explanation will 
close the gap.

If there's concern about it being "too advanced" for a novice to see at first 
glance (well, second... they've already survived basic mode), then make the 
control be enabled via a 'Show Slider' checkbox on the Preferences -> Graphics 
-> Advanced tab.  For the majority of customers who spend any appreciable time 
using the viewer product, having that slider makes using the product easier.

On Jun 11, 2011, at 5:57 AM, Carlo Wood wrote:

> If you like Snowglobe v1, then why aren't you using
> Singularity? http://www.singularityviewer.org/downloads
> 
> It's been worked on hard to make it entirely Viewer 2 engine
> with a viewer 1 UI. It's perfect. It's also incredibly
> much faster due to other improvements ;)
> 
> On Fri, 10 Jun 2011 20:59:38 -0700
> a...@skyhighway.com wrote:
> 
>> Guys, the whole thing with the easily accessible slider for draw
>> distance is really great!  Inspiring, actually.  It's almost enough
>> to make me wanna try out the v2 viewer again.  i hope the feature
>> gets back-ported to Snowglobe v1 by someone better at that stuff than
>> me.
>> 
>> The binocs idea for the icon is the best!  It's totally like the
>> average person is going to think about it.  And it's the way our eyes
>> work.  Maybe spend time coming up with the best binocs icon or icon
>> loc so it doesn't get confused with what everybody sees for "search"
>> everywhere, but i can't think of anything better unless it was a
>> magnifying glass (also over-used), eyeglasses, or a telescope.  Maybe
>> somebody wants to look at a collection on the web of what camera mfrs
>> put on their focus buttons? (Maybe just the word "ZOOM" instead of an
>> image?)
>> 
>> And, being able to pull it down as far as possible is a good thing. 
>> Sometimes in tight spaces with lots of avis anything else is just a
>> waste. Or distraction.  Or both.  And however far out it can go, even
>> for short periods or whatever would be awesome!  There's the maps and
>> then there's actually being able to *see* what's up.  But one thing i
>> don't think i've seen in the discussion, wouldn't it be a good idea
>> to have an auto-reset take place on every tp?  Have it go to some
>> standard value that works pretty good most places, and it'll save
>> forgetful or excited people problems.  i mean, if the control is
>> right there and easy to adjust, why not make it more useful than just
>> improved eyesight?
>> 
>> Thx again!  You guys are great!
>> 
>> - AK
>> 
>> 
>> In case you missed the message from Oz in a different thread here is
>> the review viewer for the proposed draw distance slider:
>> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repooz_project-3/rev/232119/index.html
>> 
>> There is a temporary binocular graphic next to volume slider where you
>> access the control from.
>> 
>> There is discussion within LL if this will be taken in.  The concerns
>> are for new residents 1) having too many options on the screen and 2)
>> performance or experience issues if the slider is moved too far in
>> either direction.
>> 
>> Please write back with your feedback,
>> 
>> -Jonathan
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> 
> -- 
> Carlo Wood 
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Re: [opensource-dev] Review viewer -- draw distance slider

2011-06-12 Thread Trilo Byte
Agreed regarding the magnifying glass icon - it's used both in SL and in some 
browsers as an icon representing Search.  

The problem with using a 1 tree/many trees approach is that a) that's already 
used to denote zoom, not viewing distance, and b) that type of display works 
best when it's on either side of the control in question (either side of  the 
zoom rocker on a digital camera, for example.

I like the binoculars icon idea, but agree that it could cause confusion since 
other applications commonly use the symbol for search.

An eye icon has merit, since it controls how much the user sees.  Given the 
16x16 pixel constraint, I think the rays/lines coming off the eye would be less 
clear, and may cause some possible confusion with the speaker/volume icon 
(which is exactly what you want to avoid).  Speaker icon for what you hear, eye 
for what you see, seems pretty straightforward, and a tooltip when moused 
over/used would further eliminate confusion.

As for the notice to pop up when the setting gets raised too high, how about 
using "caution" in place of "warning". - subtle change in language makes the 
message read more like helpful guidance.

On Jun 11, 2011, at 4:08 PM, Jonathan Welch wrote:

> While testing the updated graphic I've been looking at the cautionary
> wording on the slider and am not happy with it.  There is no good way
> to align the text so it looks nice in all languages and the width of
> the slider would have to be wide enough to support the longest word in
> whatever language that happens to be.
> 
> I am thinking that a warning notification message could be sent if the
> draw distance is adjusted up past a certain threshold.  Much more
> explanatory text could be put into this notice and it would also be
> i10n friendly.
> 
> Warning: You have just set your draw distance to a large value.  This
> may cause poor system response.
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Re: [opensource-dev] More proposals for draw distance slider icon

2011-06-14 Thread Trilo Byte
A few of the ideas have merit, but fall apart when you're constrained to 16x16.  Not only are you constrained to 16x16, but looking at the other controls near it, you can't really get away with single-pixel-width lines and have it look good.  Plus, it's got to be something that people may recognize fairly easily.An eye doesn't work, since it's already used within the interface (move & view controls).  A globe doesn't work for the same reason (places), and neither does a magnifying glass (search).  For me, binoculars is sounding like the logical choice (even though that one's tough to do within a 16x16 pixel space).On Jun 14, 2011, at 7:56 AM, Boroondas Gupte wrote:

  

  
  
On 06/14/2011 02:38 PM, Tateru Nino wrote:

  
  I'd consider a microscope to match the telescope.

Yay, my icon is recognizable! (Or did you look at the filename?)

About the microscope: I actually thought about that when I did my
icons. The reason why I didn't draw one:

  If I have understood correctly, we are currently looking for
one single icon to open the slider, not for a pair of icons to
put at each end.
  As a single icon (although contrasted with the telescope), the
microscope stands for the small and nearby stuff. So it might be
a good icon for a slider that moves the near clipping plane (as
opposed to draw distance, which AFAIK determines the far
clipping plane, as well as which object updates are sent to you)
or for a slider that sets the limit for how close you can zoom
in on stuff. I don't think either of these sliders is needed. If
you have to modify these values, you probably don't have to do
so often and you should know very well what you are
doing, so debug settings sounds like the right place to set
them.
  While a schematic microscope silhouette would probably be easy
to recognize by people involved or interested in science, I'm
not sure how well-known this shape would be to the general
public. (Dear general public: Sorry if I'm grossly
underestimating you. No offense intended.)
  

Cheers,
Boroondas
  

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Re: [opensource-dev] Review viewer -- draw distance slider

2011-06-19 Thread Trilo Byte
Sorry for the late response, I've just gotten the chance to test this as well.  
Looks and works great, seems intuitive.  I love the popup notification (as well 
as the ability to choose not to see it again next time).  I also experienced a 
short delay on the Mac client, though the delay was only a few seconds.

TriloByte Zanzibar

On Jun 18, 2011, at 6:06 AM, Jonathan Welch wrote:

> There is an updated version of the draw distance review viewer here:
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_project-1/rev/233253/index.html
> 
> Changes include slightly better artwork, re-repositioning of the
> icon's location, and if you exceed 280m a notification (which you can
> suppress) appears alerting you that your performance may suffer.
> Notification processing is done after you move your mouse away from
> the slider.
> 
> The only other tester than myself (Oz) reported that this notification
> appeared minutes after it should have.  Why this would be the case is
> a mystery to me.  If you would like to test this and have this issue
> please report it here.
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[opensource-dev] Highlight Transparent Broken?

2011-06-22 Thread Trilo Byte
Is it just me, or is Advanced -> Highlighting and Visibility -> Highlight 
Transparent broken?

I convinced my girlfriend to try the development viewer on her machine, and she 
pointed it out (it's not a feature I use much).  Normally, when enabled, it 
should highlight any.all prims with transparency in red, and in build 233586 
(mac client) it doesn't appear to be doing anything.  Is this happening to 
anyone else?

TriloByte Zanzibar
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Re: [opensource-dev] Highlight Transparent Broken?

2011-06-23 Thread Trilo Byte
CTS-644/CTS-656 - glow works onViewer-Dev build 233586, Mac client.
STORM-1314 - windlight clouds are also fine on Viewer-Dev build 233586, Mac 
client.

On Jun 23, 2011, at 2:31 AM, Jonathan Welch wrote:

> Could you also check glow (cts-644/cts-656) and windlight clouds
> (storm-1314) to see if either of those are non-functional for you?  I
> have a feeling that some of these are related to each other.
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Re: [opensource-dev] Adding Neck and Root Attachment Points

2011-06-25 Thread Trilo Byte
Haven't we had the ability to put multiple attachments on any given attachment 
point for nearly a year now?  I think there's a max per avatar (32), but once 
you've got an attachment on a particular point, select the next one you want to 
add and choose either Add or Add To from the context menu.

On Jun 25, 2011, at 5:08 PM, Adeon Writer wrote:

> In the interest of seeing how feasible adding "mNeck" and "mRoot" attachment 
> points to the official LL viewer would be, it turns out that it's as simple 
> as adding the joint names to the avatar_lad.xml file.
> 
> It's been known for a while that modifying the file can give you more 
> attachment points (for you and others with the same mod only), but the what I 
> didn't know is adding entries for mNeck and mRoot will give the viewer fully 
> functioning Neck and Root attachments, which are the two bones which 
> previously had no attachment slots.
> 
> Nyx Linden has expressed off the record that he will see a Neck attachment 
> added to the viewer if a patch is submitted, which I'd assume would include 
> the XML change, and updates to the menus.
> 
> I was told I should bring this up on the list in hopes to give it some 
> attention. I think it's possibly a rather easy thing to add, although it's 
> beyond my own ability.
> 
> https://jira.secondlife.com/browse/VWR-26120
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Re: [opensource-dev] Adding Neck and Root Attachment Points

2011-06-25 Thread Trilo Byte
True, though the neck is in a fixed location in relation to the chest and 
spine.  Adding neck-worn items has worked pretty consistently well using those 
points.

On Jun 25, 2011, at 6:30 PM, Adeon Writer wrote:

> Yes, although the catch here is that there simply isn't a Neck slot or a Root 
> slot, so the fact that we can attach multiple objects to any given slot is 
> irrelevant; those two slots have yet to be created. Neck and Root here are 
> unique locations that aren't simply a duplicate slot of something we have now.
> 
> > Haven't we had the ability to put multiple attachments on any given 
> > attachment point for nearly a year now?  I think there's a max per avatar 
> > (32), but once you've got an attachment on a particular point, select the 
> > next one you want to add and choose either Add or Add To from the context 
> > menu.

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Re: [opensource-dev] Viewer Evolution User Group Meetings

2011-07-22 Thread Trilo Byte
The 'Viewer Evolution' Friday meetings recently transitioned from Oz to Esbee 
Linden as owner.  However, since the handoff there hasn't been a meeting (3 
weeks now) but it lingered on the wiki schedule as an oversight.  She said the 
meetings will continue and expand in scope, and that when that happens she'll 
put them back on the calendar.

Trilo

On Jul 22, 2011, at 11:18 AM, Hitomi Tiponi wrote:

> Have these weekly meetings being cancelled - as they seem to have been 
> removed from the calendar - or are LL just missing one or two?
> 
> If they have been cancelled then the relevant wiki pages need to be amended.
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Re: [opensource-dev] FUI project just out - no more sidebar

2011-10-19 Thread Trilo Byte
I definitely like the direction it's heading, but a few things jump out...

1) How do I change/edit my picks?
2) User-definable shortcut keys would be the perfect compliment to this 
(currently no shortcut for appearance, opening additional inventory windows, 
etc)
3) How about that awesome draw distance slider we tested last June as an 
optional UI component?
4) Can the position of the group/IM chiclets and notification popups be changed 
(via user preferences)?
5) Is there a preferences setting for disabling the Favorites portion of the 
"LM & Favorites" toolbar?

I also notice a 2 second delay when opening an inventory window.  Opening other 
windows or closing the inventory window happens instantaneously, but opening a 
window has a pronounced delay.  You can no longer use cmd-shift-I (on the Mac 
client) to open additional inventory windows, but opening additional windows 
through the gear menu also results in a delayed opening.

Rendering performance also seems to take a hit with build 243327.  Since 
changelogs/JIRA lists aren't included on the build/download pages, I don't know 
if this is because of some other change to the viewer, or if it's the direct 
result of the user interface project.

TriloByte Zanzibar
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Re: [opensource-dev] Broken scrolling

2011-10-19 Thread Trilo Byte
Scrolling has not been working properly on the Mac client in recent builds 
either.  VWR-27175

On Oct 19, 2011, at 8:00 AM, Garmin Kawaguichi wrote:

> Under Windows Vista and with Viewer SL 3.2.0  (243350) I have the same issue.
>  
> Note that for "ABOUT SECOND LIFE" window the scroll works as usual
>  
> GCI
> - Original Message -
> From: Mike Chase
> Sent: Wednesday, October 19, 2011 4:34 PM
> Subject: Re: [opensource-dev] Viewer UI mode merge
> ...Using the mouse wheel to scroll a window only works when I'm hovering over 
> the scroll bar on the right.  Doing it over the window (inventory list, 
> notecard, etc) doesn't work.  This is on Linux FWIW.  Is that intentional?   
> It's a major departure from the standard desktop UI behaviour for all the 
> other scrollable windows on my system.
> 
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Re: [opensource-dev] Snowglobe 2 and Open Source

2010-02-23 Thread Trilo Byte
Awesome to see something posted so quickly (though huge shame that testing 
resources like this group and BSI weren't utilized).

Can't help but notice we've lost some functionality from Snowglobe 1.3 
namely the drop down to choose the user name on login, and panning around the 
mini-map.  What else from recent builds may have been lost/skipped/thrown away?

TriloByte Zanzibar

On Feb 23, 2010, at 11:42 AM, Howard Look wrote:

> Hi Open Source devs,
> 
> As you probably saw, we just launched Viewer 2 to public Beta. We've been 
> dark for a long time, but it is for good reason: We needed to do a total 
> overhaul of our user experience and that's not something best done by a large 
> group. Honestly, there are times when we had an awful lot of cooks in the 
> kitchen just with our internal team!
> 
> We also today are launching Snowglobe 2, the Open Source package of Viewer 
> 2.0. Merov has been working really hard to make this happen on the same day 
> that we launched the Viewer 2 Public Beta, so please send him lots of love. 
> As I type, Merov is pushing the svn repository and updating the Snowglobe 
> wiki.
> 
> We've been completely consumed with getting Viewer 2.0 out the door, which is 
> why you've heard so little from us about where we plan to go from here. But I 
> want to reiterate: We are committed to open source and to supporting the open 
> development community. We embrace the notion that this community develops 
> viewers that serve the needs of a wide range of Residents while we pursue a 
> broader consumer market.
> 
> I realize that it frustrates some that we are not a completely "open 
> development" project, i.e. we do not do our internal development in a public 
> repository. I do not expect this change in the near future. Over time, we 
> hope that core components of our code can be developed in the open, while the 
> functionality that we wish to keep proprietary can be developed internally. I 
> expect us to evolve to a model that is less like Firefox, and more like 
> Safari+WebKit, where the core engine is an open development project but the 
> high level app is proprietary. Unfortunately, we're not there yet. Our code 
> is not yet modular enough to support that model.
> 
> There have been many wonderful ideas here recently regarding viewer 
> scriptability, and that's definitely an area we intend to pursue. It goes 
> hand-in-hand with making a more modular code base. The time hasn't been right 
> for us to engage deeply in this conversation; again, we've been quite busy 
> getting 2.0 out the door. Once the dust settles from the 2.0  launch and 
> we're on track to deliver 2.1 in short order, we'll be back and very 
> interested in engaging on this topic.
> 
> Thanks for your support and patience.
> 
> Regards,
> Howard
> 
>> 
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Re: [opensource-dev] Open Viewer Development Announcement

2010-08-16 Thread Trilo Byte
If you conduct the meetings in voice, you also limit the ability of non-english 
speakers.  If it's done in chat, machine translation is a viable option.  Chat 
may take more time, but isn't it worth the time and effort to do things right?

On Aug 16, 2010, at 7:35 PM, Tateru Nino wrote:

> 
> 
> On 17/08/2010 4:56 AM, Oz Linden (Scott Lawrence) wrote:
>> 
>> 
>> 
>>> Will try to come, hoping it's not going to be one of those voice meetings
>>> where non-English people like me can't speak well enough neither understand
>>> what is being said...
>> 
>> This meeting will include voice because it's so time consuming to do 
>> everything in chat.  We will have someone putting the important points into 
>> chat as much as possible, and will certainly respond to questions in chat.
>> 
>> For anyone who wants to have a separate chat-only meeting at another time, 
>> I'll be glad to set that up.
>> 
> Actually, I was thinking about the Americans With Disabilities Act, 
> personally. Especially as the anniversary of the Act has just been by. Unless 
> text, you know, clearly represents an "unreasonable burden".
> -- 
> Tateru Nino
> http://dwellonit.taterunino.net/
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Re: [opensource-dev] display names = the end of 1.x viewers?

2010-08-17 Thread Trilo Byte
The main area I can foresee there being a problem is fraud.  Someone changes 
their name to "BlakOpal Customer Service" and then hangs out at one of our 
in-world store locations when we're not around scamming customers ("give me 
lindens, and I'll send you stuff cheap") or griefing. I'm also concerned about 
someone simply changing to my name or my partner's name for similar purposes.  
While any L$ or item transaction should show the user name as well as the 
display name, I can see unsuspecting people getting taken for a ride.

But that's just conjecture, there may end up being some controls to limit that 
as a potential problem.

As for forcing capitals, either on new residents or on existing accounts, no 
thanks.  

TriloByte Zanzibar

On Aug 17, 2010, at 4:04 PM, Kelly Linden wrote:

> You will be Andromeda Quonset across all viewers and all scripts. All 
> existing scripts and new scripts using the existing functions will continue 
> to get Andromeda Quonset. You will *never* be Andromeda Resident (unless you 
> make another account after the change takes effect). Andromeda Resident would 
> be a completely separate account from Andromeda Quonset, just as Andromeda 
> Omega would be today. 'Resident' is just the final last name, and is treated 
> specially on new viewers to be hidden from view when displayed. 
> 
> Your account will NOT change to Andromeda Resident. It will NOT change to 
> Andromeda.Quonset Resident. Resident will not be tacked onto the end of any 
> existing avatar's name.
> 
> All existing script library calls will forever more continue to return the 
> 'full name'. Existing lists of avatars will continue to match their list of 
> avatars. There will be some potential confusion for new residents who will 
> identify as "John12345" or "John Smith" but not "John12345 Resident".
> 
> There will be entirely new LSL function calls to handle display names. 
> 
>  - Kelly
> 
> On Tue, Aug 17, 2010 at 3:51 PM, Andromeda Quonset 
>  wrote:
> Indeed.  Wasn't there an issue in recent weeks/month with regard to the forum 
> software and the case of the first letter of a name?
> 
> 
> At 04:23 PM 8/17/2010, you wrote:
>> The fact that people have lower case first names isn't always a typo, in 
>> many cases it is intended.  Please do not force capitalization on names.
>> 
>> 
>> 
>> On Tue, Aug 17, 2010 at 6:13 PM, Bryon Ruxton  wrote:
>> As you are implementing this, you may to consider forcing capitalization via
>> JavaScript or else on the first name (from the official actual username)
>> e.g. "first Linden" look bad as if there is a typo in there and such proper
>> nouns are normally capitalized.
>> 
>> I have always found it annoying to see lowercase first names. It is probably
>> mostly a result of omissions, but also tends to happen more frequently with
>> younger users. And as we "officially" will get 16 and 17 years old it is
>> much more likely to happen.
>> 
>> It happens a lot in shopping carts or any web user database if you don't
>> automatically capitalize first and last names or addresses by code, which I
>> now tend to do to prevent such inconsistence in postage labels, etc...
>> It would make for a more consistent database too.
>> 
>> On 8/17/10 2:41 PM, "Brian McGroarty"  wrote:
>> 
>> > On Tue, Aug 17, 2010 at 2:34 PM, Lance Corrimal
>> > < lance.corri...@eregion.de> wrote:
>> >> ...
>> >> http://blogs.secondlife.com/community/features/blog/2010/08/17/display- 
>> >> names-bringing-greater-self-expression-to-second-life
>> >>
>> >> ... I guess that means the end for logging in with 1.x based viewers,
>> >> does it?
>> >
>> > Old viewers will continue to work. Old accounts would continue to log
>> > in as they do today. New accounts log in with their username as their
>> > first name and "Resident" as the last name. (For the difference
>> > between username and Display Name, see the FAQ linked at the end of
>> > the blog post).
>> >
>> > Under the hood, for all legacy viewers and scripts, the only real
>> > change is that new accounts created after some point will only ever
>> > have "Resident" as a last name. The new Display Names won't replace
>> > usernames in any location within an old viewer.
>> 
>> 
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[opensource-dev] Version numbering

2010-08-19 Thread Trilo Byte
Now that 2.1.1 has been released, shouldn't nightly builds be labeled 2.1.2?

TriloByte Zanzibar
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Re: [opensource-dev] RenderVolumeLODfactor (branch from Draw Distance)

2010-08-22 Thread Trilo Byte
Actually, it would be nice if RenderVolumeLODfactor could either
persist from one version to the next (instead of getting reset with everey
new version installation), or be set based on GPU detection.

I imagine the default of 1.125 is based on "class 0" (intel integrated graphics)
but anybody using better than that can go to 2.0 at a bare minimum.  More
powerful GPU's can easily handle 4.0, and from my experience the 
ATI 4xxx series and above/nVidia 9xxx series and above can do 6.0.

On a side note, I've found that setting above 6.0 can have unexpected and
unwanted results, most notably 'disappearing prims' with smaller sculpts
(necklace chains, etc).

Having to manually jump into debug settings with every viewer release
is a pain.  If it could be auto-detected, that would save a lot of novice users
from having to mess around in the Advanced/Debug menu

On Aug 22, 2010, at 2:50 AM, Opensource Obscure wrote:

> 
> On Sun, 22 Aug 2010 10:36:18 +0100, Robin Cornelius
>  wrote:
>> On Sun, Aug 22, 2010 at 10:09 AM, leliel 
> wrote:
>>> On Sun, Aug 22, 2010 at 12:09 AM, Miro Collas 
>>> wrote:
 
 That's what I referring to, the command line commands. VERY handy! And
 dd is one I use a great deal.
> 
> btw, recent Kirstens releases handily embed the draw distance slider 
> into the 2.x menu upper bar.
> 
>>> /set RenderFarClip 128
>>> /set RenderVolumeLODFactor 2.0
>>> /set WindLightUseAtmosShaders 0
>>> 
>>> With a system like this you could change any setting on the fly
>>> without ever having to open the UI which would be great for filming
>>> machinima. Cam into a building and turn on global illumination and
>>> crank up the SSAO settings for deep highlights, cam back out and put
>>> SSAO back to the defaults and turn off GI for a better frame rate.
>> 
>> Thats a powerful idea, is there a new feature JIRA for this on the LL
>> pJIRA currenty? if not could I kindly ask you to create one for it and
>> post the issue number back here.
> 
> +1
> 
> I like a lot leliel's suggestion about Windlight control
> via commandline, especially because I guess that would
> evolve into gestures = tradeable assets (correct?)
> 
> Opensource Obscure
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Re: [opensource-dev] Malicious payloads in third-party viewers: is the policy worth anything?

2010-08-22 Thread Trilo Byte
Agreed, I think most users treat the viewers on that directory as having
been approved for use by Linden Lab.  Sort of a 'good housekeeping seal of
approval' for the SL grid, if you will.

On Aug 22, 2010, at 7:58 AM, Gareth Nelson wrote:

> Being listed in the directory is a sign that viewer devs have
> self-certified compliance, but it's also an unconcious sign to users
> that the viewer is legit, even if not intended.
> 
> On Sun, Aug 22, 2010 at 3:56 PM, JB Hancroft  wrote:
>> Hi Ann,
>> 
>> You suggested:  "What I think LL should consider is something in the TPV
>> policy that prohibits any tpv from connecting to any non LL server for any
>> reason when a LL grid is selected for login."
>> 
>> I'd change that to require that any TPV disclose the specifics of any and
>> all non-LL servers that they are connecting to, and the details of why they
>> are doing so.  Otherwise, some of the possible value-added functionality
>> gets crippled.
>> 
>> The real issue here is the TPVP is just legal CYA for LL, it's not something
>> they actually monitor or enforce.
>> There is no assurance being provided by LL or by the TPV developer, that
>> they have any sense of reasonable security, including processes that limit
>> rogue devs from pulling the kind of stunts that the Emerald team seem to
>> favor.
>> 
>> If the TPVP really matters, we'll see Emerald shut down from the TPVP
>> program, because of this accumulated nonsense.
>> If not, then it confirms that it's all just a paper chase.
>> 
>> Regards,
>> - JB
>> 
>> On Sun, Aug 22, 2010 at 8:22 AM, Ann Otoole  wrote:
>>> 
>>> I hate replying to a policy thread here but will make this one time
>>> exception for my humble input for LL's consideration:
>>> 
>>> What I think LL should consider is something in the TPV policy that
>>> prohibits any tpv from connecting to any non LL server for any reason when a
>>> LL grid is selected for login. This simple policy, if correctly followed,
>>> would have prevented the incident. It would also eliminate a tpv team from
>>> monitoring logins and usage but then where exactly did they get to do that
>>> in the first place? It is a missed policy bullet. There is no reason a
>>> client should connect to anything except an LL server when an LL grid is
>>> selected. LL needs to be totally security conscious about the login process
>>> and what rigid requirements must be met for connecting to the LL grids.
>>> 
>>> I.e.; I watch my port activity. Everyone should. But not everyone would
>>> know what they are looking at. But had they been watching I bet they would
>>> have been wanting to know what all those connections to that host were all
>>> about right away. Had I been using Emerald and saw thirty something
>>> connections to iheartanime dot com appear I would have been raising hell
>>> immediately. What you connect to on the internet can be and is monitored
>>> sometimes and being open to forced connections to something really bad would
>>> be extremely unfortunate for many that have tom be squeaky clean.
>>> 
>>> I use Kirstens and I don't even care much for it's connection for motd.
>>> However it does tell me when the latest release is available and that is
>>> very useful information. Maybe there is a way for LL to provide motd bullets
>>> for tpvs so they can get the word out about updates or something.
>>> 
>>> There has to be a better way.
>>> 
>>> Regards
>>> 
>>> Ann Otoole InSL
>>> 
>>> 
>>> From: Brian McGroarty 
>>> To: Thomas Grimshaw 
>>> Cc: opensource-dev@lists.secondlife.com
>>> Sent: Sat, August 21, 2010 10:33:52 AM
>>> Subject: Re: [opensource-dev] Malicious payloads in third-party viewers:
>>> is the policy worth anything?
>>> 
>>> On Sat, Aug 21, 2010 at 7:04 AM, Thomas Grimshaw 
>>> wrote:
  Loading 1mb of content per user is hardly a denial of service attack.
 Crosslinking occurs everywhere on the web, this is simply nothing but
 paranoid bull.
>>> 
>>> "Crosslinking" drops the context of hiding gibberish requests to a
>>> critic's website in a hidden frame that will never be revealed to the
>>> user. This isn't a mere hyperlink to another page or naively stealing
>>> someone else's image hosting.
>>> 
>>> My read (but I'm no lawyer) is that this looks like 2.d.iii of
>>> http://secondlife.com/corporate/tpv.php and we're already having that
>>> discussion. If anyone can come up with specific reasons why this might
>>> have had legitimate reason to be there, or how this one could be yet
>>> another oversight or mistake, that would be helpful. I sure haven't
>>> heard any to date.
>>> 
>>> --
>>> Brian McGroarty | Linden Lab
>>> Sent from my Newton MP2100 via acoustic coupler
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>>> 

Re: [opensource-dev] RenderVolumeLODfactor (branch from Draw Distance)

2010-08-22 Thread Trilo Byte
> The default for class 1 and up is 2.0.

I've been on machines meeting/exceeding class 1 for nearly 2 years.  
Every single viewer update (at least on Mac OS) *still* reverts to 1.125

>> On a side note, I've found that setting above 6.0 can have unexpected and
>> unwanted results, most notably 'disappearing prims' with smaller sculpts
>> (necklace chains, etc).
> 
> That's because you're running into RenderMaxNodeSize.

Thanks, will take a look into that

>> Having to manually jump into debug settings with every viewer release
>> is a pain.  If it could be auto-detected, that would save a lot of novice 
>> users
>> from having to mess around in the Advanced/Debug menu
> 
> I'll counter that by saying people shouldn't be making jewelery with
> 500,000 vertices. We need mesh uploads, if only so people can make
> necklaces that don't have more geometry data than half a sim.

Agreed.

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Re: [opensource-dev] Draw Distance - TPV Solution Example - SLIDER Correction

2010-08-24 Thread Trilo Byte
It s XML.  I've been dropping in this replacement XML file into all the viewers 
I 
download/install, which adds a Draw Distance slider along with Land and Sky
buttons to allow easy access to the About Land & Advanced Sky controls.

It would be fantastic if there was an ability to choose in preferences whether
they appeared in your viewer.  Land & Sky could be off by default (no need
to complicate things for new residents), and DD could be on by default perhaps.

XML file (in zip archive) - http://www.blakopal.com/dd-slider.zip
Tutorial video - http://www.youtube.com/watch?v=j_wSK0PMbPQ

On Aug 23, 2010, at 11:33 PM, Science Fiction Computer - SCi-Fi PC wrote:

> Apologies all, correction, the SLIDER is located, off-center, TOP RIGHT.
> 
> SF.
> 
> -Original Message-
> From: opensource-dev-boun...@lists.secondlife.com
> [mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of Lance
> Corrimal
> Sent: Tuesday, August 24, 2010 4:25 PM
> To: opensource-dev@lists.secondlife.com
> Subject: Re: [opensource-dev] Draw Distance - TPV Solution Example
> 
> Am Tuesday 24 August 2010 schrieb Science Fiction Computer - SCi-Fi 
> PC:
>> If you find the time, download the latest "Kirsten's Viewer"
>> S20(33).
>> 
>> There is a neat little Draw Distance slider located in the TOP-LEFT
>> of the Viewer UI, which conveniently provides an EASY TOOL for
>> adjusting detail vs performance.
>> 
>> It's simple, elegant, and most importantly, "Functional on the Fly"
>> - ergo, would be great to see this slider in Snowglobe or Main LL
>> Viewer.
>> 
> 
> its in the starlight skin, so it can only be a pure xml thing.
> 
> 
> bye,
> LC
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Re: [opensource-dev] Current Snowstorm commit builds

2010-08-25 Thread Trilo Byte
Yeah - it'd be great if that page could be changed so that it looks more like
http://wiki.secondlife.com/wiki/Snowglobe

As well as current (looks like it's stuck on last week... this morning's most 
recent build shows as 208505)

On Aug 25, 2010, at 7:08 AM, WolfPup Lowenhar wrote:

> I believe he is talking about :
> 
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/oz_viewer-de
> velopment/latest.html
> 
> This is where the builds are listed.
> 
> -Original Message-
> From: opensource-dev-boun...@lists.secondlife.com
> [mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of Oz Linden
> (Scott Lawrence)
> Sent: Wednesday, August 25, 2010 9:18 AM
> To: opensource-dev@lists.secondlife.com
> Subject: Re: [opensource-dev] Current Snowstorm commit builds
> 
>  On 2010-08-24 20:21, Jonathan Welch wrote:
>> Oz&  company,
>> 
>> Would it be possible/easy to have the table of the most recent commit
>> &  build of Snowstorm enhanced to be more humanly readable by
>> non-developers, like the one for Snowglobe "Development Snapshots"?
>> 
>> That is, keep the table, but also have a simplified set of links for
>> Windows, Mac, Linux.
> 
> Sorry... what table are you referring to?  link?
> 
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Re: [opensource-dev] Removal of the "MultipleAttachments" debug settings ?

2010-08-26 Thread Trilo Byte
Trying to confirm the change (and how attachments look/don't look to 1.x 
clients), and am finding that in 2.1.2 (298569) multiple attachments just 
appears to be broken.  I don't see a debug setting, I'm not finding a 
preference option, and the feature is definitely not working in-world.  Putting 
on a belt is taking off coat-tails, and vice-versa.

TriloByte Zanzibar

On Aug 26, 2010, at 12:45 PM, Marine Kelley wrote:

> Hello all,
> 
> I am currently working at integrating the RLV code into the latest 2.1.2 
> viewer in "viewer-development". Some users might have noticed that the 
> "MultipleAttachments" debug setting was set to FALSE by default in order to 
> stay compatible with 1.x, because 1.x users cannot see attachments worn on 
> slots 1 and beyond, only slot 0 is rendered. So the feature is still rather 
> useless because since most of the users are still using 1.x, multiple 
> attachments are to be avoided. However having the option to choose whether to 
> activate it or not was a good idea. I even added a checkbox in the navbar to 
> set it to TRUE or FALSE in one click without having to open the debug 
> settings (but that version is not released).
> 
> And now what I'm seeing in the latest version worries me. The 
> MultipleAttachments debug setting is gone ! The viewer behaves as if it were 
> always TRUE. On the paper it makes sense, since 2.x is supposed to handle 
> multiple attachments natively and the sims have been updated to 1.40 (and now 
> 1.42) almost only for this reason. But... this is actually counter-productive 
> because now someone who tries 2.1 will soon discover that most of their 
> attachments are not showing to their friends. And that they require more 
> steps to change an outfit than before, because they now have to explicitely 
> remove attachments before wearing new ones.
> 
> For a viewer that has a lot of difficulties being adopted by the user base, 
> isn't this move a little backwards ? Why not set MultipleAttachments to TRUE 
> by default and let the user choose in the preferences or in the navbar as I 
> did ?
> 
> I for one would very much like to see the MultipleAttachments debug setting 
> come back and stay !
> 
> Marine
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Re: [opensource-dev] Removal of the "MultipleAttachments" debug settings ?

2010-08-26 Thread Trilo Byte
My mistake, then.  When I performed the same action to wear an item as
I had in previous builds and got the unexpected/unwanted result, and 
saw that the debug option was gone, I thought it had broken (like 
anti-aliasing did in the latest build).

When this viewer gets released. it would be helpful if this change in 
behavior was blogged and documented.  I think it makes a lot of sense,
but double-clicking on an item or right-clicking and choosing 'wear' is 
what I imagine most people would do.

Trilo

On Aug 26, 2010, at 1:24 PM, Nyx Linden wrote:

>"MultipleAttachments" was a debug setting we were using for testing 
> multi-attachments internally because we didn't have sufficient UI for 
> specifying what happened when you went to wear an item on your avatar. 
> To be clear, the setting "MultipleAttachments" affected the "wear" 
> option for attachments as follows:
> 
> FALSE:
>When set to false, any time you "wear" an attachment, it would 
> replace all attachments at that point. If you're wearing three things on 
> your head, and you "wear" something on your head, all three will be 
> replaced with the new attachment. Result: you're wearing a single 
> attachment on your head.
> 
> TRUE:
>When set to true, any time you "wear" an attachment, it would ignore 
> whatever attachments were at that point and "add" the attachment onto 
> that point. For example, if you're wearing three attachments on your 
> head and you "wear" something new, you will end up with four things on 
> your head.
> 
>We've removed the debug setting as we've implemented this 
> functionality directly in the user interface, making the debug setting 
> completely unnecessary. With the latest code if you "wear" an attachment 
> on your head, it will act as if MultipleAttachments was set to FALSE - 
> it will replace everything else on your head.
> 
>We have a new option in the UI which we've labeled "add" - which 
> will act as if MultipleAttachments is TRUE - that is it will "add" the 
> attachment to the attachment point, without removing the existing 
> attachments.
> 
>With both of these options being available through the UI, there is 
> no need for the debug option anymore. If you don't want to use 
> multi-attachments, all you need to do is make sure you use the "wear" 
> option instead of the "add" option. If this is not working as I've 
> described, then let us know as we have some bugs to fix :)
> 
> Let me know if this clarifies things.
> 
> -Nyx
> 
> 
> Marine Kelley wrote:
>> Hello all,
>> 
>> I am currently working at integrating the RLV code into the latest 
>> 2.1.2 viewer in "viewer-development". Some users might have noticed 
>> that the "MultipleAttachments" debug setting was set to FALSE by 
>> default in order to stay compatible with 1.x, because 1.x users cannot 
>> see attachments worn on slots 1 and beyond, only slot 0 is rendered. 
>> So the feature is still rather useless because since most of the users 
>> are still using 1.x, multiple attachments are to be avoided. However 
>> having the option to choose whether to activate it or not was a good 
>> idea. I even added a checkbox in the navbar to set it to TRUE or FALSE 
>> in one click without having to open the debug settings (but that 
>> version is not released).
>> 
>> And now what I'm seeing in the latest version worries me. The 
>> MultipleAttachments debug setting is gone ! The viewer behaves as if 
>> it were always TRUE. On the paper it makes sense, since 2.x is 
>> supposed to handle multiple attachments natively and the sims have 
>> been updated to 1.40 (and now 1.42) almost only for this reason. 
>> But... this is actually counter-productive because now someone who 
>> tries 2.1 will soon discover that most of their attachments are not 
>> showing to their friends. And that they require more steps to change 
>> an outfit than before, because they now have to explicitely remove 
>> attachments before wearing new ones.
>> 
>> For a viewer that has a lot of difficulties being adopted by the user 
>> base, isn't this move a little backwards ? Why not set 
>> MultipleAttachments to TRUE by default and let the user choose in the 
>> preferences or in the navbar as I did ?
>> 
>> I for one would very much like to see the MultipleAttachments debug 
>> setting come back and stay !
>> 
>> Marine
>> 
>> 
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[opensource-dev] Anti-Aliasing

2010-08-26 Thread Trilo Byte
Is it just me, or is anti-aliasing broken in the last couple builds?
2.1.2 (208569) and 2.1.2 (208581)

https://jira.secondlife.com/browse/VWR-20969

TriloByte Zanzibar
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Re: [opensource-dev] Removal of the "MultipleAttachments" debug settings ?

2010-08-27 Thread Trilo Byte
Nyx, I did also notice that if you wear an outfit folder that makes 
use of mutliple attachments in v2.1.2, it no longer works properly.

Instead of putting on all the items in the user-specified folder, it
only puts on the first attachment the viewer gets to.  Any
additional ones are left un-worn, and must be added to the outfit
manually, one at a time.

On Aug 27, 2010, at 5:11 AM, Aleric Inglewood wrote:

> The following has been proposed before:
> 
> * Add new bits to each object (all existing objects should act as if
> all bits are set).
> * Give the bits a default meaning (read: human readable word, which
> can be different per attachment point),
>  but allow each user to override those descriptions locally.
> * Allow users to change the bits for each of their objects, even no-modify 
> ones.
> * If a user 'wears' (or adds, which becomes redundant) a new
> attachment, then remove those attachments that have
>  one or more of the same bits set. In other words, at any time one
> can only have one object attached at a given
>  position with any given bit set.
> 
> Suppose you think that 8 bits are enough, then the following holds:
> 
> *  = old 'wear' behavior: replaces everything else.
> *  = 'add' behavior: is added, replaces nothing.
> * 0001 = (for example): assign default meaning 'jacket' for chest
> attachments (jacket collars and hoodies).
> * 0010 = (for example): assign default meaning 'shirt' for chest
> attachments (shirt collars).
> * 0100 = (for example): assign default meaning 'necklace' for
> chest attachments.
> and so on.
> 
> This allows users to make groups of attachments that are mutually exclusive,
> but having up till 8 classes that can be worn at the same time on the same
> attachment point.
> 
> Personally I think that those bits also should be added to normal wearables,
> so that it is possible to have attachments being removed when you wear
> a new shirt (ie, a shirt without a collar should remove all existing
> shirt-collars,
> or wearing a penis could automatically remove underwear and pants and
> visa versa, Linden shoes could remove prim shoes, etc, all user customizable
> for his/her own attachments; the default naming would be just a hint to
> make things work reasonable after just having bought it).
> 
> I'm not sure, but I think that having eight classes per attachment points
> should be enough, so adding a single byte to every object should be
> enough.
> 
> On Thu, Aug 26, 2010 at 10:43 PM, Nyx Linden  wrote:
>> however, so if you have suggestions for better ways of exposing the
>> functionality, please do let us know!

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Re: [opensource-dev] Removal of the "MultipleAttachments" debug settings ?

2010-08-27 Thread Trilo Byte
I thought that was the whole point of creating outfit folders to begin with.
Get your avatar looking exactly the way you want, attachments
and all, then save it to a folder for fast/easy/fun one click
wardrobe change.  New behavior makes outfit folders decidedly
less fast/easy/fun to work with.

On Aug 27, 2010, at 1:12 PM, Kadah wrote:

> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
> 
> On 8/27/2010 8:37 AM, Trilo Byte wrote:
>> Nyx, I did also notice that if you wear an outfit folder that makes 
>> use of mutliple attachments in v2.1.2, it no longer works properly.
>> 
>> Instead of putting on all the items in the user-specified folder, it
>> only puts on the first attachment the viewer gets to.  Any
>> additional ones are left un-worn, and must be added to the outfit
>> manually, one at a time.
> 
> I can verifiy this is the case with 2.1.2.208673. Made a new outfit that
> has 2 tails, took everything off, did wear-replace with new outfit. Saw
> the first one pop on for a moment then replaced by the 2nd one a moment
> later. Wear-add had the same effect.
> 
> Kinda defeats the purpose of 2's outfits if it don't work together with
> multi-attach :P
> 
> Would be nice if I could also put on all items in a folder with
> multi-attach. Would be nice for those infrequently used collection of
> items that aren't associated to any one outfit.
> 
> Its a little confusing now that "add" has different meanings on
> different items. "Add" on a single item attaches it without replace,
> "add" on a folder/outfit replaces existing on same points.
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Re: [opensource-dev] Final build for Snowstorm Sprint 2

2010-08-31 Thread Trilo Byte
I tested this build yesterday, anti-aliasing (an essential feature for SL 
photography and shooting machinima, as well as a preferred setting for many 
residents) is still broken.  Releasing this would be a significant step 
backwards, in my opinion.

TriloByte Zanzibar

On Aug 31, 2010, at 7:05 AM, Oz Linden (Scott Lawrence) wrote:

>  Here's a pointer to our final build for Snowstorm sprint 2:
> 
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/snowstorm_viewer-development/rev/208771/index.html
> 
> barring something catastrophic, that should be posted to secondlife.com 
> as soon as we can verify that the requisite infrastructure is in place.
> 
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Re: [opensource-dev] Final build for Snowstorm Sprint 2

2010-08-31 Thread Trilo Byte
Absolutely, regressions are a part of the development process.  Usually they're 
discovered and tweaks/fixes are applied within the next couple builds.  That 
has unfortunately not happened here -  it first appeared in build 208569, was 
reported to Tofu and discussed on list as well as in JIRA, and has not yet been 
fixed.  Now there's all this talk of "final build" and release, it would be a 
tragedy (and overshadow a lot of really good work)  to push 2.1.2 out without 
fixing that.

On Aug 31, 2010, at 9:43 AM, Oz Linden (Scott Lawrence) wrote:

> On 2010-08-31 10:25, Trilo Byte wrote:
>> I tested this build yesterday, anti-aliasing (an essential feature for SL 
>> photography and shooting machinima, as well as a preferred setting for many 
>> residents) is still broken.  Releasing this would be a significant step 
>> backwards, in my opinion.
> 
> There's a difference between 'releasing' a Development build and other 
> categories of viewers (Project, Beta, or Release; see 
> https://wiki.secondlife.com/wiki/Viewer_Types ).
> 
> We actually do not want to apply the 'normal' standard that a Development 
> build can't have any regressions in it - that would make it equivalent to a 
> Beta or Released build.   Clearly, we don't want to promote a build with 
> regressions to one of those higher levels, but putting it out as a 
> Development build with the appropriate caveats is a means of _finding_ those 
> regressions.
> 

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Re: [opensource-dev] Plugins/Modular architecture

2010-09-05 Thread Trilo Byte
If you're going to think about a rewrite, you may as well take a look at 
Objective-C.  Modular, cross-platform, would enable a decent Mac 
client (at last), and put things like cross-platform 64-bit versions and 
even clients for iOS (iPad) within reach.

http://en.wikipedia.org/wiki/Objective-C

On Sep 4, 2010, at 2:02 PM, Nicky Fullton wrote:

> 
>> From: Patnad Babii 
>> Subject: Re: [opensource-dev] Plugins/Modular architecture
>> To: "OpenSource Mailing List" 
>> Date: Saturday, September 4, 2010, 8:37 PM
>> most of the games run only in windows
>> anyways, its 80% of their userbase at 
>> the least.
>> 
>> Also its not true they can't run on mac and linux as theres
>> mono now that 
>> make it possible.
> 
> This is true. But keep in mind that mono does not support all the features
> the Microsoft C# compiler offers.
> Neither does it offer all the assemblies Windows has, which I think might
> be the bigger problem.
> 
> In any case would one have to rewrite the whole code to C#. I am not sure
> if you are willing to fund the development and QA of that ;) Right now
> I doubt anyone would be willing to pay for that.
> Not to forgot someone would have to pay for the TFS server licence and the
> client CALs, Unless of course you buy VS Team Edition, which includes a
> CAL, but costs some serious cash aswell.
> Not to forget you need a admin for that. When you researched about TFS,
> some even suggested a full time admin for it. (Not sure if that is really
> necessary or just overkill).
> 
> 
> Besides that do I think that deploying a .NET app solves some problems. But
> on the other hand you just get new problems.
> 
> I saw enough corrupted .NET installs and GACs to know that not everything 
> is golden in .NET land.
> 
> Nicky
> 
> 
> 
> 
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Re: [opensource-dev] Snowstorm - Product Engine?

2010-09-17 Thread Trilo Byte
Now if only we could resize the width of the sidebar, we'd be getting 
somewhere.  ;-) Seems like extra clicks and screen clutter to be able to see a 
little bit wider for inventory windows and group notices.  Pop open sidebar, 
detach or bounce to right side, and THEN finally be able to resize.  But then 
juggle the other windows if you need to actually interact with anything 
in-world.

I do like where it's headed though, great progress is being made.  Cheers to 
those working on it

Trilo

On Sep 17, 2010, at 7:13 PM, Oz Linden (Scott Lawrence) wrote:

>  On 2010-09-17 13:49, Brandon Husbands wrote:
>> It was a serious question. I wanted to know if LL did it or a 3rd 
>> party contractor. not a insult.
> 
> It doesn't matter... it's there, and we're going to have to deal with it 
> (as in the recent changes to make panels detachable).
> 
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Re: [opensource-dev] Where to put & look for test viewers

2010-09-17 Thread Trilo Byte
I agree, a newer one's needed (Phillip pledged to residents there would be 
updates every 2 weeks, that doesn't seem to be happening). However, until 
anti-aliasing gets fixed 2.1.2 isn't ready for prime time.

Trilo

On Sep 17, 2010, at 7:11 PM, Oz Linden (Scott Lawrence) wrote:

>  On 2010-09-17 13:36, Ponzu wrote:
>> When will Snowstorm post a Development Viewer Snapshot - TBD
>> 
>> 8-)
> 
> already on the main secondlife.com downloads page (though we need a 
> newer one)
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Re: [opensource-dev] Openjpeg/KDU the cold hard metrics

2010-09-22 Thread Trilo Byte
In theory, KDU 6.4 is supposed to be platform neutral - or at least that's one 
of the claims the mfr. is making about the new version.

On Sep 22, 2010, at 11:35 AM, Arrehn Oberlander wrote:

> Is it possible for you to release your test harness for these comparisons, 
> including the texture set?
> 
> I noticed there isn't data for linux or mac platforms, which I am curious 
> about. My eyeball tells me KDU is more optimized for windows than other 
> platforms, but I'd like to test this empirically, as well as see how well my 
> hardware compares to these results using the same test.
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