Re: [opensource-dev] map

2010-11-30 Thread Henri Beauchamp
On Mon, 29 Nov 2010 17:41:10 -0800, Philippe (Merov) Bossut wrote:

> Hi,
> 
> On Mon, Nov 29, 2010 at 2:08 PM, Boroondas Gupte  > wrote:
> 
> >  Shouldn't that be fixed since 
> > SNOW-77?
> > Of course, you'd need a recent enough OpenSim version so that it provides
> > the map-server-url login response. (I don't think the requestHTTPMapURL
> > capability made it into Viewer 2.)
> 
> What Boroondas said. You can also edit the MapServerURL key in settings.xml
> and make it point to a URL that your OpenSim grid serves with region tiles.

The problem is that OpenSim servers do *not* provide HTTP tiles, and that
LL does not seem to care about the backward compatibility any more: this
issue was reported *ages* ago for Snowglobe, but was never fixed in LL's
viewers. That's one of the reasons why Snowglobe and later LL's viewers
are incompatible with OpenSim grids.

I made a patch to revert full compatibility with OpenSim world maps in
Snowglobe v1.5 (latest SVN sources), which is available here:
http://sldev.free.fr/patches/12500/slviewer-0-v12502-RevertToOldMap_v3.patch.bz2
This code is of course used by the Cool VL Viewer v1.25.0 (SG 1.5 based).

This patch reverts the map floater to v1.23.5's one (i.e. it also allows
to display the "Terrain only" map layer, and also the land sales icons
do appear properly, unlike in SG and v2), but when logged into SL, or
on an OpenSim grid supporting HTTP map tiles (yet to be seen...), it
uses them instead of the asset server based tiles for the Terrain+Objects
layer.

Henri.
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[opensource-dev] Comments needed -- Location of time & volume controls

2010-11-30 Thread Jonathan Welch
Good day everybody.

How many times have you heard someone say "I wish those Lindens would
fix things instead of adding more new features"?

While I am not a Linden, I am trying to fix things, and could use your
comments on this one:
https://jira.secondlife.com/browse/VWR-24005

Have you ever gone to push the play button or use the volume control
in the top right of the screen and hit X by accident?

I am suggesting moving the time display over there to help stop that.
What do you say?

-Jonathan
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Re: [opensource-dev] Upcoming depth-of-field feature

2010-11-30 Thread Nyx Linden
Depth of Field is a quick feature one of our devs developed while 
looking into anti-aliasing bugs. It didn't take a substantial amount of 
time away from bug-hunting, and should be useful for a variety of 
purposes (photography and machinima for starters).

At this point it should be considered a toy, in that its a feature that 
hasn't yet been formally finished, debugged, qa'd, or had a good 
interface put on top of it. Feedback is appreciated for when we do 
prepare to polish it up of course.

As always, you can see the changes we've made in the mesh branch in our 
public repository:
http://hg.secondlife.com/mesh-development

You can always get the latest successful build of our changes here (link 
is also on the wiki downloads page):
http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/mesh-development/latest.html

Feedback is appreciated to be put into jira-form under the mesh beta 
project for specific bug reports and feature requests, or on the forums 
for any topics that could require discussion:
http://blogs.secondlife.com/community/forums/mesh

Thanks for noticing, and thanks for the feedback!

  -Nyx

On 11/25/2010 06:54 PM, Ricky wrote:
> Agreed, DOF is on my long-list not my short-list of things I'd like to
> see done.  However, I expect that SL's deferred rendering system has a
> laundry list of issues. Just look at it's history; it's been little
> more than a pet-project since it's inception.  A pet project with the
> capability to go far, but still just a pet project.  Getting the
> client into a stronger codebase (2.0) and then stabilized with very
> little new features has been the largest pushes in recent history.
>
> In fact, we've (LL and OS devs,) been working stability for so many
> months that it might be time to push for a cool, if small, new
> feature.  However, with the new level of visibility, it won't be as
> much a surprise. I hope.  From my reading here, most people don't like
> surprises! :P  Maybe something nice, like a good UI skinning system...
>   See http://wiki.secondlife.com/wiki/Skinning#Phase_2_-_Switchable_Skins
>   Or maybe a roll-out of meshes, but I suspect that's wishing too hard!
> :P
>
> As to the original question about DoF, here's what is known:
>
> http://www.google.com/search?sourceid=chrome&ie=UTF-8&q=%22depth+of+field%22+OR+DOF+site:secondlife.com
> Which gives the following JIRAs:
> https://jira.secondlife.com/browse/VWR-19244  PROFESSIoNAL TOOL:
> Snapshot: add functions: Dynamic Focus, Depth of field and Blurr
> https://jira.secondlife.com/browse/VWR-3921  photographic tools: DoF
>
> In VWR-3921 Adeon Writer pointed to this build of the mesh viewer:
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/mesh-development/rev/215482/index.html
>
> Ricky
> Cron Stardust
>
> On Thu, Nov 25, 2010 at 3:11 PM, Geenz Spad  wrote:
>
>> I wonder how awesome it'll run on top of the already awesome deferred
>> renderer that has really awesome performance on really awesome video cards
>> that have really awesome drivers?
>>
>> Honestly, as nifty as DOF is as far as the "pretty" factor is concerned,
>> right now the deferred renderer needs a few more optimizations before any
>> additional features are added to it, and it still needs a few more work
>> arounds for buggy drivers (for example, successfully running the deferred
>> renderer on ATI hardware still tends to vary from person to person,
>> depending on their hardware and driver combination).  On top of that, you
>> still need a pretty powerful video card in order to really take advantage of
>> it, though I think that really has to do with bottle necks within the
>> rendering system as a whole, not just bottle necks presented by the deferred
>> renderer its self (although deferred rendering does have it's own bottle
>> necks, and SL's deferred renderer in particular presents a few interesting
>> ones of its own due to its flexibility).
>>
>> On Thu, Nov 25, 2010 at 4:43 PM, Ricky  wrote:
>>  
>>> Things ARE getting fixed, just look at the daily scrum reports or the
>>> progress tracking in the JIRA.  Also take note that sometimes "adding"
>>> a single feature will often resolve several bugs and feature requests.
>>>   For instance the Deferred rendering channel will add the ability to
>>> have greater than 7 light-sources, solving several issues with
>>> facelights and other lights taking out room lighting.
>>>
>>> As to optimization, things are pretty optimized.  Yes, they CAN get
>>> better, but without a major restructuring of how content is created,
>>> we will never have the high render rates found in the online and
>>> offline games.  Even so, the work being done on upgrading KDU looks
>>> like it is improving load/render rates as it is.
>>>
>>> Don't forget that there are multiple people in multiple teams working
>>> on this program.  Some are better at adding new features, and so are
>>> better utilized in that area.  Some are better testers than coders,
>>> and so t

[opensource-dev] Daily Scrum Summary - Tuesday, November 30 + Meeting time change for tomorrow (11 PST)

2010-11-30 Thread Anya Kanevsky
 * Meeting time changed to 11AM PST only for tomorrow, Wednesday,
December 1 Tuesday,
November 30, 2010 General Notes
--

   - Merge Monkey of the Day: Oz
   - IMPORTANT: When reopening issues from prior sprints, please move into
   unscheduled (remove Sprint X) and comment that it was reopnened. Reopnened
   current sprint issues should stay in current sprint.
   - if it’s intended for Beta, please make sure it’s in a beta branch and
   builds in TC _before_ you ask for a merge.
   - 2 new fields in jira: Target viewer version - set to indicate which
   branch should go (beta or dev)
   - PE - if there’s any chance it will go to beta (bug fixes), please
   branch from beta.

Team Status
--
 Merov Linden
--

*PAST*

   - STORM-151: kdu static link: Read more docs and played with example code
   kdu-buffered-compress.
   - STORM-672 : Took that one to provide a quick fix for l10n
   - Merge Monkeying

*FUTURE*

   - STORM-151: kdu static link: More work on compression, hope to take
   first shot at it.
   - Merge Monkeying

*IMPEDIMENTS*

   - none

Oz Linden
--

*PAST*

   - Setting up Code Review system
  - System is live
  - One outstanding support request with reviewboard, not critical

*FUTURE*

   - Post test review
   - Announce/Open code review system
   - Document code review system on wiki
   - Autobuild reviews

*IMPEDIMENTS*

   - none

Q Linden
--

*PAST*

   - STORM-34 and children
   - STORM-676 etc (transparency)
   - triage
   - meetings
   - Beta 2.4
   - Version management

*FUTURE*

   - Beta 2.4
   - Code

*IMPEDIMENTS*

   - none

Esbee Linden
--

   - OOO

Paul ProductEngine
--

*PAST*

   - TASK STORM-688 (Sidebar becomes semitransparent if dock semitransparent
   side panel back to the Sidebar)
  - Fixed and pushed to bitbucket
   - TASK STORM-689 ("Back" but is opaque in all of the undocked side
   panels)
  - Fixed and pushed to the bitbucket

*FUTURE*

   - Pick up some subtask of STORM-684 (Floater transparency settings aren't
   applied for some floaters and/or controls inside them)

*IMPEDIMENTS*

   - none

Seth Productengine
--

*PAST*

   - BUG (STORM-550) LLDir::getNextFileInDir fails for some complex wildcard
   combinations.
  - WIP. Added directory iterator class using boost::filesystem and .
  - Working on a compiling problem when including boost/filesystem.hpp
  into lldir.h.
  - Working on converting glob matching patterns to regexp.

*FUTURE*

   - TASK (STORM-693) Preview thumbnails in the Edit Wearable and Edit Body
   Parts panels do not honor opacity settings
   - BUG (STORM-378) Snapshot animation should be played when snapshot is
   actually taken, not sent
   - BUG (STORM-550) LLDir::getNextFileInDir fails for some complex wildcard
   combinations

*IMPEDIMENTS*

   - none

Andrew Productengine
--

*PAST*

   - Critical bug STORM-560 (Add Preference that allows users to select

default behavior when pressing letter keys).

   -
  - Closed as expected behavior.
   - Critical bug STORM-527 (Jumping Halts Strafing Movement).
  - Investigated code further. Tested on alternative grid. I'm 95% sure
  it's server-side problem, but still can't find the exact place
in code where
  client receives wrong info. Will search for it for a 2-3 more
hours and ask
  to assign it to server team with or without it.

*FUTURE*

   - Critical bug STORM-527 (Jumping Halts Strafing Movement).
  - Estimate- 3 hours.
   - Something new (need tickets!).

*IMPEDIMENTS*

   - STORM-34 - question in jira

Vadim Productengine
--

*PAST*

   - Task STORM-698 (Icons don't follow opacity settings):
  - 
Implemented.
   - Task STORM-685 (Transparency settings aren't applied to the Buy L$
   floater content):
  - 
Implemented.
   - Task STORM-694 (Userpics in the IM windows don't follow opacity
   settings):
  - Resolved as duplicate.
   - Task STORM-695 (Texture preview doesn't follow opacity settings):
  - WIP.

*FUTURE*

   - Task STORM-695 (Texture preview doesn't follow opacity settings):
  - ETA: 2h (not sure this is fixable though).
   - Task STORM-690 (Second layer is visible when undocked panel is inactive
   and semitransparent).
  - ETA: 3h.
   - Task STORM-686 (Transparency settings aren't applied to the map preview
   inside Map floater).
  - ETA: 3h.

*IMPEDIMENTS*

   - none

Andrey Productengine
--

*PAST*

   - proceed with Beta1 2.4.0 exploratory regression testing
   - verified bunch on integrated v-d tickets on the r215544

*FUTURE*

   - proceed with more Beta1 testing
   - assign 1 person for testing v-d integrated tickets

*IMPEDIMENTS*

   - none

Jonathan Yap
---

Re: [opensource-dev] Upcoming depth-of-field feature

2010-11-30 Thread Tillie Ariantho
On 30.11.2010 18:00, Nyx Linden wrote:

> Depth of Field is a quick feature one of our devs developed while 
> looking into anti-aliasing bugs. It didn't take a substantial amount of 
> time away from bug-hunting, and should be useful for a variety of 
> purposes (photography and machinima for starters).

Are the major screenshot bugs being fixed? Cause I dont need no nifty DoF 
feature if the second I hit snapshot for doing a screensized shot (2560x1600) 
or doing a socalled 'hires shot' the client
crashes with a memory error.

And I think there is still the annoying 'offset-lines' bug with fog, clouds and 
water when doin hires snaps.

Tillie
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Re: [opensource-dev] Autoupdater Flashback

2010-11-30 Thread Brad Kittenbrink (Brad Linden)
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] Upcoming depth-of-field feature

2010-11-30 Thread Kent Quirk (Q Linden)
Can we please not have the "fix bugs not features" and "add missing features 
now" debates? We have a lot of developers, and they work in different areas, 
and both features and bugs are considered on our backlog and prioritized 
according to available resources. If you disagree with the priority of a 
particular issue, that is appropriate, but let's avoid the absolutes, please, 
and recognize that not all resources are equivalent.
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Re: [opensource-dev] Upcoming depth-of-field feature

2010-11-30 Thread Ricky
Agreed.

On Tue, Nov 30, 2010 at 1:58 PM, Kent Quirk (Q Linden)  
wrote:
> Can we please not have the "fix bugs not features" and "add missing features 
> now" debates? We have a lot of developers, and they work in different areas, 
> and both features and bugs are considered on our backlog and prioritized 
> according to available resources. If you disagree with the priority of a 
> particular issue, that is appropriate, but let's avoid the absolutes, please, 
> and recognize that not all resources are equivalent.
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