Re: [opensource-dev] Steps For Uploading a Modification

2010-04-23 Thread Robin Cornelius
On Fri, Apr 23, 2010 at 1:48 AM, WolfPup Lowenhar
 wrote:
> I have just finished a modification to the way chat log files are named and
> would like to see what the rest of you thing and help me test it out. I do
> not know the process for doing this and hope you can help me out. The
> modification only
>
> Affects one file so it should be useable across all platforms.

Hi Wolf,

Open a JIRA against the SNOW project and set the Issue Type to either
New Feature or Bug, depending if you are adding a new feature or
fixing an existing problem.

Write a short description of what you are chaning/why in the description box

Set the component to the closest match to what you are
changing/adding/fixing , in your case Chat/IM/ might be a good one.
The EAffects version box is more fucused for bugs, but i guess this
would also be the version that the patch adds a new feature for as
well.

Environment, this should probably be ALL for a new feature for all
platforms, usualy more important for bug reports where a specific
combination of operating system etc affects the reproducibility of
bugs.

The attach your changes as a unified diff/patch file. If you are using
svn you can generate the diffs directly, certainly on windows
TortoiseSVN has a generate patch option that grabs all changes and
creates a diff. Have a scan through the diff before you upload to make
sure it only contains your changes and no other left over white space
changes, or any build workarounds you have on your system etc.

Then submit that, and give people the SNOW-xxx number if you would
like them to look at it and give feedback

Regards

Robin
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[opensource-dev] flickering mousepointer in snowglobe 1.3.x

2010-04-23 Thread Lance Corrimal
Hi,

I'm observing this misbehaviour in SG 1.3.x:

put the mouse over a prim that changes the mousepointer (e.g. the pointing 
hand over a clickable prim), and the mouse pointer starts flickering between 
that new pointer and the default arrow.

where in the sources would I have to look to fix that?


bye,
LC
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Re: [opensource-dev] flickering mousepointer in snowglobe 1.3.x

2010-04-23 Thread Tayra Dagostino
Cannot reproduce on SG2, give more detail about prim properties and  
conditions to try to repro

-- 
Sent by iPhone

Il giorno 23/apr/2010, alle ore 11.25, Lance Corrimal 
 ha scritto:

> Hi,
>
> I'm observing this misbehaviour in SG 1.3.x:
>
> put the mouse over a prim that changes the mousepointer (e.g. the  
> pointing
> hand over a clickable prim), and the mouse pointer starts flickering  
> between
> that new pointer and the default arrow.
>
> where in the sources would I have to look to fix that?
>
>
> bye,
> LC
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Re: [opensource-dev] flickering mousepointer in snowglobe 1.3.x

2010-04-23 Thread Lance Corrimal
Am Freitag, 23. April 2010 11:36:37 schrieb Tayra Dagostino:
> Cannot reproduce on SG2, give more detail about prim properties and
> conditions to try to repro

conditions:

snowglobe 1.3.2 (3229) on linux
prim properties: a prim with a script that reacts on touch, or a prim that is 
marked for sale and has the default click action set to "buy"
didn't try other prim props yet.


bye,
LC

> 
>  > ha scritto:
> > Hi,
> > 
> > I'm observing this misbehaviour in SG 1.3.x:
> > 
> > put the mouse over a prim that changes the mousepointer (e.g. the
> > pointing
> > hand over a clickable prim), and the mouse pointer starts flickering
> > between
> > that new pointer and the default arrow.
> > 
> > where in the sources would I have to look to fix that?
> > 
> > 
> > bye,
> > LC
> > ___
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> > http://wiki.secondlife.com/wiki/OpenSource-Dev
> > Please read the policies before posting to keep unmoderated posting
> > privileges

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Re: [opensource-dev] flickering mousepointer in snowglobe 1.3.x

2010-04-23 Thread Lance Corrimal
correction: a "for sale" prim does not show this behaviour.
a "touchable" prim and one that has "sit on object" marked as default action 
do show the flickering mousepointer.
note, the "sittable" prim doesn't even have a script in it.

Am Freitag, 23. April 2010 11:41:28 schrieb Lance Corrimal:
> Am Freitag, 23. April 2010 11:36:37 schrieb Tayra Dagostino:
> > Cannot reproduce on SG2, give more detail about prim properties and
> > conditions to try to repro
> 
> conditions:
> 
> snowglobe 1.3.2 (3229) on linux
> prim properties: a prim with a script that reacts on touch, or a prim that
> is marked for sale and has the default click action set to "buy"
> didn't try other prim props yet.
> 
> 
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Re: [opensource-dev] Steps For Uploading a Modification

2010-04-23 Thread WolfPup Lowenhar
First:

ty to robin and nicky for letting me know the process for seeing about
getting a modification added the SVN files.

Second :

Here is the JIRA for the modification please vote/comment on it:

https://jira.secondlife.com/browse/SNOW-622

 

This is a feature I personally have been wanting as I host events in-world.

 

From: opensource-dev-boun...@lists.secondlife.com
[mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of WolfPup
Lowenhar
Sent: Thursday, April 22, 2010 8:48 PM
To: OpenSource Mailing List
Subject: [opensource-dev] Steps For Uploading a Modification

 

I have just finished a modification to the way chat log files are named and
would like to see what the rest of you thing and help me test it out. I do
not know the process for doing this and hope you can help me out. The
modification only

Affects one file so it should be useable across all platforms.

 

Thank You,

WolfPup Lowenhar

No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.814 / Virus Database: 271.1.1/2829 - Release Date: 04/22/10
14:31:00

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Re: [opensource-dev] Steps For Uploading a Modification

2010-04-23 Thread Carlo Wood
You should attach the patch, rather than add it as a comment.
If you want to add code in your comments anyway, then put
{code}...{code} around it, to preserve whitespace and indentation.

-- 
Carlo Wood 
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[opensource-dev] (no subject)

2010-04-23 Thread Malachi

http://wiki.secondlife.com/wiki/Source_downloads version Snowglobe 1.3.2  
download links are broken... when clicked an xml pops up saying access  
denied?

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Re: [opensource-dev] (no subject)

2010-04-23 Thread Malachi
ok my mistake its all of the snowglobe links on the downloads
On Fri, 23 Apr 2010 10:54:54 -0300, Malachi  wrote:

>
> http://wiki.secondlife.com/wiki/Source_downloads version Snowglobe 1.3.2
> download links are broken... when clicked an xml pops up saying access
> denied?
>


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[opensource-dev] Interested in Terrain Advancement

2010-04-23 Thread Dzonatas Sol
There does seem to be a collective feel that the terrain needs to 
upgraded somehow. Even a Linden suggested maybe a way to override it if 
the builder choses, like with sim sized mega prims.

My first concern is LOD. The constant changes of LOD on the terrain make 
the appearance the terrain unnatural and unstable. There are times where 
we spend lots of time to get the terrain to look just perfectly aligned 
with other objects nearby. When one decides to walk away 20m, 40m, 60m, 
however, the perfect alignment becomes a prefect fashion statement for a 
drunk bulldozer. The hard work undertaken to detail the alignment of the 
terrain seems like a complete loss.

As I've used other renders, lets pick on Call of Duty, the terrain is 
pretty stable even at a distance. It has to be. The mere jump of LOD in 
the terrain could mean a way to cheat in Deathmatch sniper rounds. You 
know how snipers love to crawl around the terrain. That kind of 
stableness doesn't happen when the drunk bulldozer decides to 
rearrangement the landscape every frame you move. Call of Duty uses the 
Source Engine, yet this isn't a 'lets all switch over to the Source 
Engine' rant. It is a use-case that shows that even on old steampunk 
video cards there still have the coal to burn up the pixels and display 
a stable landscape. The use-case means, bottomline, it is possible.

Maybe a baby-step solution is just to have an option to turn-off the LOD 
for the current sim, and maybe nearby sims. The problem here, maybe, is 
that the changes to add vertex limits would be affected by this. It 
might not be all that simple like it was in the past without the vertex 
limits. Therefore, there would need to be separate vertex limits: one 
for the terrain and the rest for objects.

Here is another use-case with a collada file: Lets say I have a collada 
file that contains a very detailed structure of a volcano (terrain 
only).  The volcano is 1km wide. That crosses several 256m sims. There 
are lava tunnels that lead inside.

The suggested solution was to use a sim sized mega-prim. To do that with 
scuplties would be hard for more than just looks. Sculpties need to 
calculate all the phsyics, yet the collada file could have that already 
detailed and compiled with the file.

How do we do this with the stock viewer even if we used sculpties? The 
stock viewer doesn't include a "sit on this object here like one sits on 
land now anywhere" option. If we used a mega-prim, it would disabled the 
ability to sit anywhere on the terrain.

The other idea is to import a terrain, which is an available feature. 
That doesn't allow us to have multiple height maps, like lava tubes. If 
a lava tube crossed a sim to another, there would be a hole in the 
terrain in one sim. There current terrain engine doesn't allow holes. 
Multiple height maps would allow us to have holes in the terrain. The 
physics detail of a scupltie bent to make that hole doesn't preform (and 
I don't mean just frame optimization.. I mean like how a skirt clearly 
either looks good or not when you sit down kind of 'preform'.)

So, maybe the solution include that baby step.. to allow multiple height 
map layers. A Lava tube could be done with three layers. One for the 
bottom of the tunnel. One for the top. And one for the side of the 
volcano above the tunnel. There would be needed an extra feature with 
the height map to allow empty spaces, to allow where the tunnel opens 
into the side of the volcano.

So, before we even digress into the advantages of collada refineries, it 
seems the first two baby steps would be to fix LOD and allow an 
arbitrary number of terrain layers.

I would like to see what others think about this.

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Re: [opensource-dev] (no subject)

2010-04-23 Thread Robin Cornelius
On Fri, Apr 23, 2010 at 2:57 PM, Malachi  wrote:
> ok my mistake its all of the snowglobe links on the downloads
> On Fri, 23 Apr 2010 10:54:54 -0300, Malachi  wrote:
>
>>
>> http://wiki.secondlife.com/wiki/Source_downloads version Snowglobe 1.3.2
>> download links are broken... when clicked an xml pops up saying access
>> denied?
>>

Known issue, the amazon S3 storage was removing the files from the
autobuilder after 3 months, so some of these links are currently dead.
Merov is working very hard to fix the 1.X branch of snowglobe so that
we can build that once more and has also been directly effected by
this issue. For the source code your best bet is SVN still, but if you
need libs bundles or artwork you may have to try to get specific
versions from someone who has them.

Regards

Robin
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Re: [opensource-dev] (no subject)

2010-04-23 Thread Gareth Nelson
S3 should not be deleting anything unless requested to - does the
buildbot do this deletion?

On Fri, Apr 23, 2010 at 10:15 PM, Robin Cornelius
 wrote:
> On Fri, Apr 23, 2010 at 2:57 PM, Malachi  wrote:
>> ok my mistake its all of the snowglobe links on the downloads
>> On Fri, 23 Apr 2010 10:54:54 -0300, Malachi  wrote:
>>
>>>
>>> http://wiki.secondlife.com/wiki/Source_downloads version Snowglobe 1.3.2
>>> download links are broken... when clicked an xml pops up saying access
>>> denied?
>>>
>
> Known issue, the amazon S3 storage was removing the files from the
> autobuilder after 3 months, so some of these links are currently dead.
> Merov is working very hard to fix the 1.X branch of snowglobe so that
> we can build that once more and has also been directly effected by
> this issue. For the source code your best bet is SVN still, but if you
> need libs bundles or artwork you may have to try to get specific
> versions from someone who has them.
>
> Regards
>
> Robin
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[opensource-dev] Missing lib/artwork bundles

2010-04-23 Thread Boroondas Gupte
On 04/23/2010 11:15 PM, Robin Cornelius wrote:
> [...] but if you
> need libs bundles or artwork you may have to try to get specific
> versions from someone who has them.
>   
For Windows and Linux, they're also attached to SNOW-604
. Mac libs and checksums
still missing.
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Re: [opensource-dev] (no subject)

2010-04-23 Thread CG Linden
On Fri, Apr 23, 2010 at 2:46 PM, Gareth Nelson wrote:

> S3 should not be deleting anything unless requested to - does the
> buildbot do this deletion?
>
>
Yes. Normally, these files should have been moved into a different
bucket
--
cg
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Re: [opensource-dev] (no subject)

2010-04-23 Thread Malachi
but then why is it only effecting snowglobe and not LL sources?
On Fri, 23 Apr 2010 20:55:58 -0300, CG Linden  wrote:

> On Fri, Apr 23, 2010 at 2:46 PM, Gareth Nelson  
> wrote:
>
>> S3 should not be deleting anything unless requested to - does the
>> buildbot do this deletion?
>>
>>
> Yes. Normally, these files should have been moved into a different
> bucket
> --
> cg


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Re: [opensource-dev] (no subject)

2010-04-23 Thread Tayra Dagostino
On Fri, 23 Apr 2010 20:06:09 -0300
Malachi  wrote:

> but then why is it only effecting snowglobe and not LL sources?

maybe why LL are younger than 3mth, SG libs are older...
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Re: [opensource-dev] (no subject)

2010-04-23 Thread Malachi
i can download the 1.21 sources from LL branches im sure thats more than 3  
months old
On Fri, 23 Apr 2010 21:18:58 -0300, Tayra Dagostino  
 wrote:

> On Fri, 23 Apr 2010 20:06:09 -0300
> Malachi  wrote:
>
>> but then why is it only effecting snowglobe and not LL sources?
>
> maybe why LL are younger than 3mth, SG libs are older...
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[opensource-dev] build errors in template classes in svn with alternative set to gcc 4.3

2010-04-23 Thread Glen Canaday
Still getting svn build errors in Ubuntu 9.10 with my gcc alternative 
set to g++4.3.

Output:

[ 4%] Building CXX object llcommon/CMakeFiles/llcommon.dir/llcoros.o
In file included from 
/home/glen/Programs/SL_BUILD/snowglobe/trunk/indra/../libraries/include/boost/coroutine/coroutine.hpp:44,
from 
/home/glen/Programs/SL_BUILD/snowglobe/trunk/indra/llcommon/llcoros.h:39,
from 
/home/glen/Programs/SL_BUILD/snowglobe/trunk/indra/llcommon/llcoros.cpp:39:
/home/glen/Programs/SL_BUILD/snowglobe/trunk/indra/../libraries/include/boost/coroutine/detail/coroutine_impl.hpp:59:
 
error: declaration of ‘typedef class 
boost::coroutines::detail::context_base 
boost::coroutines::detail::coroutine_impl::context_base’
/home/glen/Programs/SL_BUILD/snowglobe/trunk/indra/../libraries/include/boost/coroutine/detail/context_base.hpp:55:
 
error: changes meaning of ‘context_base’ from ‘class 
boost::coroutines::detail::context_base’
make[2]: *** [llcommon/CMakeFiles/llcommon.dir/llcoros.o] Error 1
make[1]: *** [llcommon/CMakeFiles/llcommon.dir/all] Error 2
make: *** [all] Error 2
g...@glen-desktop:~/Programs/SL_BUILD/snowglobe/trunk/indra/viewer-linux-i686-relwithdebinfo$
 


Any idea y'all? This is from a straight svn co. This works in the 
tarball, but hasn't yet with svn. I was hoping for all the 2.0.1 stuff.. 
I assumed it would have been checked in here as well.

--GC

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Re: [opensource-dev] Interested in Terrain Advancement

2010-04-23 Thread Rob Nelson
I'm personally working on Voxel terrain, got most of the opensim
framework down, trying to find a place to upload to the code to though.

Using Minecraft's generation algorithms, with the author's permission.

Fred Rookstown.

On Fri, 2010-04-23 at 13:26 -0700, Dzonatas Sol wrote:
> There does seem to be a collective feel that the terrain needs to 
> upgraded somehow. Even a Linden suggested maybe a way to override it if 
> the builder choses, like with sim sized mega prims.
> 
> My first concern is LOD. The constant changes of LOD on the terrain make 
> the appearance the terrain unnatural and unstable. There are times where 
> we spend lots of time to get the terrain to look just perfectly aligned 
> with other objects nearby. When one decides to walk away 20m, 40m, 60m, 
> however, the perfect alignment becomes a prefect fashion statement for a 
> drunk bulldozer. The hard work undertaken to detail the alignment of the 
> terrain seems like a complete loss.
> 
> As I've used other renders, lets pick on Call of Duty, the terrain is 
> pretty stable even at a distance. It has to be. The mere jump of LOD in 
> the terrain could mean a way to cheat in Deathmatch sniper rounds. You 
> know how snipers love to crawl around the terrain. That kind of 
> stableness doesn't happen when the drunk bulldozer decides to 
> rearrangement the landscape every frame you move. Call of Duty uses the 
> Source Engine, yet this isn't a 'lets all switch over to the Source 
> Engine' rant. It is a use-case that shows that even on old steampunk 
> video cards there still have the coal to burn up the pixels and display 
> a stable landscape. The use-case means, bottomline, it is possible.
> 
> Maybe a baby-step solution is just to have an option to turn-off the LOD 
> for the current sim, and maybe nearby sims. The problem here, maybe, is 
> that the changes to add vertex limits would be affected by this. It 
> might not be all that simple like it was in the past without the vertex 
> limits. Therefore, there would need to be separate vertex limits: one 
> for the terrain and the rest for objects.
> 
> Here is another use-case with a collada file: Lets say I have a collada 
> file that contains a very detailed structure of a volcano (terrain 
> only).  The volcano is 1km wide. That crosses several 256m sims. There 
> are lava tunnels that lead inside.
> 
> The suggested solution was to use a sim sized mega-prim. To do that with 
> scuplties would be hard for more than just looks. Sculpties need to 
> calculate all the phsyics, yet the collada file could have that already 
> detailed and compiled with the file.
> 
> How do we do this with the stock viewer even if we used sculpties? The 
> stock viewer doesn't include a "sit on this object here like one sits on 
> land now anywhere" option. If we used a mega-prim, it would disabled the 
> ability to sit anywhere on the terrain.
> 
> The other idea is to import a terrain, which is an available feature. 
> That doesn't allow us to have multiple height maps, like lava tubes. If 
> a lava tube crossed a sim to another, there would be a hole in the 
> terrain in one sim. There current terrain engine doesn't allow holes. 
> Multiple height maps would allow us to have holes in the terrain. The 
> physics detail of a scupltie bent to make that hole doesn't preform (and 
> I don't mean just frame optimization.. I mean like how a skirt clearly 
> either looks good or not when you sit down kind of 'preform'.)
> 
> So, maybe the solution include that baby step.. to allow multiple height 
> map layers. A Lava tube could be done with three layers. One for the 
> bottom of the tunnel. One for the top. And one for the side of the 
> volcano above the tunnel. There would be needed an extra feature with 
> the height map to allow empty spaces, to allow where the tunnel opens 
> into the side of the volcano.
> 
> So, before we even digress into the advantages of collada refineries, it 
> seems the first two baby steps would be to fix LOD and allow an 
> arbitrary number of terrain layers.
> 
> I would like to see what others think about this.
> 
> ___
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[opensource-dev] Snowglobe 2.0.1 binaries available

2010-04-23 Thread Philippe (Merov) Bossut
Hi,

For those who may not subscribe to sldev-commits, here are the links to the
newly built Snowglobe 2.0.1, merging all fixes available in the official
Viewer 2.0.1 released this morning.

Downloads:

Windows:
http://secondlife.com/developers/opensource/downloads/2010/trunk/3337/Snowglobe_2-0-1-3337_Setup.exe
Darwin:
http://secondlife.com/developers/opensource/downloads/2010/trunk/3337/Snowglobe_2_0_1_3337_SNOWGLOBETESTBUILD.dmg
Linux:
http://secondlife.com/developers/opensource/downloads/2010/trunk/3337/Snowglobe-i686-2.0.1.3337.tar.bz2

Cheers,
- Merov
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