Re: [opensource-dev] PO Test Build (223545)

2011-03-12 Thread Ardy Lay
* STORM-28 : As a User, I want the ability to send my calling card to 
others (additional fixes)
Tried it a few times.  Seems to have worked but the message I got back 
appeared to be an IM from the recipient (I had an IM session open with 
them at the time), not a notice from the system:

[06:22] Second Life: Inventory item offered
[06:22] Sampler (sample.resident): Sampler (sample.resident) received 
your inventory offer.


* STORM-357 : Gestures button is in the pressed state after drag-n-drop 
but gestures list isn't visible

Button seems to behave better when dragged now.  Not sticking down.

* STORM-399 : Users that has chatted within chat range of the user 
in-world are not added to Recent tab
Unfortunately, objects that chat are in the list as (???)(???).  I see 
users being added to the list and the times seem to be incrementing.


* STORM-1019 : Add ability to display beacons for Media on a Prim objects
Works but console text overwrites or displaces text for scripted with 
touch beacons.  Also, I would prefer the console text to be presented in 
the same sequence as the check boxes on the floater, or, perhaps not 
displayed at all.  The beacons are disabled when the floater is closed.


* STORM-1021 : Viewer shows "L$300" instead of object IM details if 
object sends an IM from another region
"Mini-profile" of an Object IM from an object on a neighboring region 
has all the same details as one for an object in the region I am in.  I 
can now find those objects and identify their owner.


* STORM-1064 : People sidebar panel elements have inconsistent widths 
and map is slightly too tall

Looks better now.


Cheers,
- Merov


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Re: [opensource-dev] PO Build available

2011-03-26 Thread Ardy Lay

On 3/25/2011 5:43 PM, Anya Kanevsky wrote:
Not sure whether this was caused by the fix, but I can confirm what 
you're seeing. Switching chat from plaintext or To plaintext, seems to 
screw up the Object's location info.

Flipping that toggle does have some bizarre effects on things:
https://jira.secondlife.com/browse/VWR-20260
Blocks of chat log are being read in from then rewritten with new 
timestamps.


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[opensource-dev] Group Notices not getting delivered

2011-03-30 Thread Ardy Lay
I am getting complaints that group notices show up in history but are 
not delivered to residents.  I have checked history on an announcements 
group and see this has affected me too.  Any ideas?
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Re: [opensource-dev] Group Notices not getting delivered

2011-03-31 Thread Ardy Lay
On 3/31/2011 5:19 AM, Jonathan Welch wrote:
> Just guessing here -- is there any chance you have something on your
> mute list that might be affecting these  notices?  Is it just for 1
> group or a number of them?
It's not in the block list, that we can see.  Many members, perhaps all, 
in a group are affected.  I can't say for sure all are because some 
members are unaccounted for.  Sad fact of Second Life.
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Re: [opensource-dev] [JIRA] Commented: (STORM-1147) Other avatar's loose clothing\ flared cuffs look like they are tight\got no flare in v.2.4.0 and higher

2011-04-09 Thread Ardy Lay
(Please forgive the abject resolution in the following message.  I am 
sure it will spoil somebody's day, but I am sorry.  It is necessary to 
make this description unambiguous.)

Oz,

The fun thing about having this bug in my avatar's viewer is that it 
never affected the appearance of my avatar on my avatar's own camera.  
What this bug did affect was the appearance of other avatars on my 
avatar's camera.  To reproduce the erroneous rendering on your own would 
require you to know positively what some other avatar's appearance 
should be.  The most positive way to do this is to run two separate 
instances of the Second Life viewer in a manner preventing them from 
having any interaction save from that provided by the Second Life Grid's 
network.  Running each on it's own host computer is the easiest 
configuration.  Each would, of course, need to have it's own Second Life 
account and ideally they would be visually side by side both in Second 
Life and on your desk.  Running two sessions of the Second Life viewer 
on a single host does not positively isolate them from each other at 
this time unless you take great care to ensure they SHARE NO DATA 
FILES.  Shared cache and/or user setting files can corrupt efforts to 
reproduce this issue.

That said, once the bug is gone, you can look around and see that other 
avatars do wear clothing that has looseness, flared pant legs and is 
affected by simulation wind.  When it's there, it's obvious.  When it's 
missing, you might not notice as many avatars do wear all clothing 
except skirts and coats tightly.  Not knowing what their intended 
appearance is can make this defect unobtrusive in casual use or 
systematic testing that does not have a specific item in a test plan to 
look for properly rendered clothing including all of the above requirements.

Time for an amended test plan.

Ardy Lay

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Re: [opensource-dev] New Build Result Pages

2011-04-22 Thread Ardy Lay
New Build Result Pages are not "running" for me, in IE8, on Windows 7.
They do "run" in the web browser built in to Viewer 2.
I also find the current trend to reduce contrast in all things "web" 
annoying and wish 80/20 to fall off the face of the Earth for 
propagating the trend.
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Re: [opensource-dev] New Build Result Pages

2011-04-22 Thread Ardy Lay
On 4/22/2011 11:51 AM, CG Linden wrote:
> The ie8 issue is interesting... see 
> http://forum.jquery.com/topic/unexpected-call-to-method-or-property-access-in-ie8
>
> I'll have a fix out shortly. I'll simply leave the title element alone 
> and instead make the heading in the body contain that info.
>
> I'll also make the font darker. I think that should help the readability.
I will appreciate the contrast increase.  IE 8 seems to have a few other 
little oddities and MS is pushing IE 9 at me now.  Maybe check it with IE 9?
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Re: [opensource-dev] Higher contrast for build result pages.

2011-04-23 Thread Ardy Lay
On 4/23/2011 8:52 PM, Chuck Baggett wrote:
> Is the link 
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/viewer-pre-release/rev/227447/index.html
>  
> is supposed to go to a page that shows good contrast?
>
> I get the impression that is supposed to be the case based on what I'm 
> reading here, but when I look at the page and I see pale grey letters 
> on  medium drab green background I find it hard to believe that anyone 
> could think that is a desirable amount of contrast.
>
http://8020.com/#second-life

Apparently somebody thinks this is where the future is.  I personally 
think they are wrong AND I think those statistics are MISLEADING at best.
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Re: [opensource-dev] Error with autobuild configure -c Release OS

2011-05-04 Thread Ardy Lay
On 5/4/2011 1:01 AM, xinyi chen wrote:
> Actually, the autobuild.exe and autobuild.cmd has already put in 
> D:\Python25\Scripts\
> I don't understand why the builder still says that it can't open file ...
>
> Let me know if anyone knew why.
>
>
> Thanks
> Simon
>
Try moving autobuild.cmd out of your execution path.  I find it causes 
the described issue.
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Re: [opensource-dev] What's the autobuild equivalent to "develop.py clean"?

2011-05-05 Thread Ardy Lay
On 5/5/2011 10:23 AM, Tonya Souther wrote:
> I can't seem to find a way to clean the tree and start a build from
> scratch. I'm chasing a link error where it's complaining about symbols
> that exist elsewhere, and want to make sure that a clean build has the
> same issue before I spend lots of time on it.
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I use:
rm -rf build-vc100
via cygwin on Windows

Just delete, rename or move the build target directory "build-vc100" via 
whatever means you prefer.
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[opensource-dev] STORM-859 or "#define IDC_STATIC and stop #include(ing) old sample code"

2011-05-09 Thread Ardy Lay
Seems to me we should keep them ducks all in a row like this:

#define IDC_STATIC and stop #include(ing) old sample code

diff -r d596dec15189 -r 6574bf647d32 indra/newview/res/resource.h
--- a/indra/newview/res/resource.hMon May 09 14:39:23 2011 -0500
+++ b/indra/newview/res/resource.hMon May 09 14:39:23 2011 -0500
@@ -38,6 +38,7 @@
  #define IDC_CURSOR5 154
  #define IDI_LCD_LL_ICON 157
  #define IDC_CURSOR6 158
+#define IDC_STATIC  1000
  #define IDC_RADIO_561000
  #define IDC_RADIO_128   1001
  #define IDC_RADIO_256   1002
diff -r d596dec15189 -r 6574bf647d32 indra/newview/res/viewerRes.rc
--- a/indra/newview/res/viewerRes.rcMon May 09 14:39:23 2011 -0500
+++ b/indra/newview/res/viewerRes.rcMon May 09 14:39:23 2011 -0500
@@ -7,7 +7,7 @@
  //
  // Generated from the TEXTINCLUDE 2 resource.
  //
-#include "winres.h"
+#include "windows.h"


/
  #undef APSTUDIO_READONLY_SYMBOLS

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Re: [opensource-dev] Review Request: CHOP-658 moving panels and floaters into a new static library project viewer_components/viewerui

2011-05-17 Thread Ardy Lay

On 5/16/2011 9:04 PM, Brad Kittenbrink wrote:

It's also availible on 
bitbucket(https://bitbucket.org/brad_linden/viewer-mustbuildfaster-1/changeset/25c39e3d8a88)
 for testing in TeamCity.

Brad, is the TeamCity build result listed anywhere yet?

I pulled from your viewer-mustbuildfaster-1 at commit 16171- 
6f777a541bf6 and built it in 19 minutes without tests.  BUT... when I 
logged in I find an empty "MY FRIENDS" list.  "No matches found".  Heh, 
that might scare somebody.  ;-)
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Re: [opensource-dev] Mesh branch merged to viewer-development

2011-05-17 Thread Ardy Lay
I hear viewer-development is calling itself 'second life mesh beta' 
build 2.6.9 230088.
I suspect that's relatively harmless but will get corrected.
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Re: [opensource-dev] Mesh branch merged to viewer-development

2011-05-17 Thread Ardy Lay
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

2011-05-17 Thread Ardy Lay
Little niggle:  J2C Decoder Version display is having issues.

Second Life 2.6.9 (230165) May 17 2011 17:11:58 (Second Life Development)
Release Notes

You are at 255,719.0, 256,674.0, 59.7 in Lusk located at 
sim9054.agni.lindenlab.com (216.82.41.230:13002)
Second Life RC BlueSteel 11.05.05.228940
Release Notes

CPU: Intel(R) Xeon(R) CPU   W3550  @ 3.07GHz (3059.03 MHz)
Memory: 12280 MB
OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce GTX 570/PCI/SSE2

Windows Graphics Driver Version: 8.17.0012.6309
OpenGL Version: 4.1.0

libcurl Version: libcurl/7.21.1 OpenSSL/0.9.8q zlib/1.2.5 c-ares/1.7.1
J2C Decoder Version: ???

(??

Qt Webkit Version: 4.7.1 (version number hard-coded)
Voice Server Version: Vivox 3.2.0002.9361

Built with MSVC version 1600
Packets Lost: 212/68,259 (0.3%)
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Re: [opensource-dev] Mesh branch merged to viewer-development

2011-05-17 Thread Ardy Lay
~~
  Loading Shaders:
~~
2011-05-18T02:32:15Z INFO: LLShaderMgr::loadShaderFile: Loading file: 
shaders/class2/windlight/atmosphericsVarsV.glsl (Want class 2)
...
2011-05-18T02:32:16Z INFO: LLShaderMgr::loadShaderFile: Loading file: 
shaders/class2/deferred/edgeF.glsl (Want class 2)
2011-05-18T02:32:16Z llrender/llrendertarget.cpp(694) : error
2011-05-18T02:32:16Z ERROR: LLMultisampleBuffer::addColorAttachment: 
WTF? 8cd6

That's nice.

People are getting this WTF? error message when attempting to activate 
lights and shadows.
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Re: [opensource-dev] Mesh branch merged to viewer-development

2011-05-17 Thread Ardy Lay
On 5/17/2011 10:57 PM, Robert "Exile In Paradise" Murphey wrote:
> On Tue, 2011-05-17 at 21:35 -0500, Ardy Lay wrote:
>> ~~
>>   Loading Shaders:
>> ~~
>> 2011-05-18T02:32:15Z INFO: LLShaderMgr::loadShaderFile: Loading file: 
>> shaders/class2/windlight/atmosphericsVarsV.glsl (Want class 2)
>> ...
>> 2011-05-18T02:32:16Z INFO: LLShaderMgr::loadShaderFile: Loading file: 
>> shaders/class2/deferred/edgeF.glsl (Want class 2)
>> 2011-05-18T02:32:16Z llrender/llrendertarget.cpp(694) : error
>> 2011-05-18T02:32:16Z ERROR: LLMultisampleBuffer::addColorAttachment: 
>> WTF? 8cd6
>>
>> That's nice.
>>
>> People are getting this WTF? error message when attempting to activate 
>> lights and shadows.
> It can also happen at login if you already have deferred
> render/shadows and lights enabled, and it always happens
> after the login state is pretty well along, just as the
> 3D geometry is getting setup to start rendering.
>
> On Linux, I have to log out of my GUI and log back into it in
> order to reset the video driver/OpenSL before I can login again
> once that "addColorAttachment" error starts. Otherwise
> I get that error on every login attempt once it starts.
>
> I reported this a while back to Armin on the Imprudence
> viewer dev team with backtraces and crash logs, since it
> happened to me for the first time  when running Imprudence
> experimental.
>
> As for developers and their "colorful" comments, that's
> pretty tame. There's been some interesting reports from
> SourceForge and GitHub on the statistics of how often
> certain "colorful comments" appear by developers.
>
This one is getting attention because the code is deliberately
referencing a null pointer afterward to cause a crash.  I guess this
means that mister WTF? wants the condition reported.
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Re: [opensource-dev] 3D soound

2011-05-26 Thread Ardy Lay
Don't forget time difference of arrival of  sounds at both ears is what 
we use to place a sound in the space around us.  Amplitude is much less 
important than the L-R "dual mono" crowd would have you believe.  If a 
sound is only heard by one ear, you can't place it, so it goes inside 
your head, at the ear that heard it.  I see no use for synthetic 
differencing here.

On 5/24/2011 12:42 PM, Lee ponzu wrote:
I saw this cool demo of 3D sound.  This is totally different from the 
SL Voice technology, and I think it would compliment it perfectly.


Take a look...

http://www.google.com/search?sourceid=chrome&ie=UTF-8&q=princeton+3D+sound 



The basic idea is that stereo gives a weak illusion of 3D.  You have 
the left signal, ls, and the right signal, rs.  A filter computes


rs_new = rs - ls
ls_new = ls - rs

and then play rs_new and ls_new.  (Details left as an exercise...)

In English---when you record in stereo, you record cross talk between 
the mics which is recreated when you play back.  This idea removes the 
cross talk, and dramatically increases the 3D illusion.  It is a 
simple filter and works totally at playback time on all sound sources 
and any stereo recording.  It would be easy to add it to the viewer...


Just an idea.
ponzu




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Re: [opensource-dev] Viewer development 2.8.1 and a few new bugs

2011-07-11 Thread Ardy Lay
Shining SH-2048 Invisiprims that are members of an attached linkset are 
making the entire linkset invisible.

https://jira.secondlife.com/browse/SH-2048


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Re: [opensource-dev] Concerned about frequent crashes

2011-08-07 Thread Ardy Lay
Sounds like you folks are fighting with 
https://jira.secondlife.com/browse/SH-1650
(SH-1650) [PUBLIC_JIRA_USERS] Widespread crash-to-desktop via 
llvertexbuffer.cpp(1005) - "memory allocation for vertex data failed" or 
Render Pool 15
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Re: [opensource-dev] 3.0.0 Beta Candidate available

2011-08-10 Thread Ardy Lay
On 8/10/2011 6:36 PM, Brandon Husbands wrote:
>
> I how does this constitute a major revision number?
>
>
Ask Linus?  Hehe.
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Re: [opensource-dev] ok wtf is this?

2011-09-06 Thread Ardy Lay
If you are talking about the pool I think you are talking about then it 
has a fixed size, 256MB.  Requests greater than 4MB in size are NOT 
allocated from this pool but are allocated from heap.  I increased the 
size of the managed private pool to 512MB during a dance party 'cause it 
was driving me crazy.
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Re: [opensource-dev] FUI project just out - no more sidebar

2011-10-18 Thread Ardy Lay
On 10/19/2011 12:41 AM, Lance Corrimal wrote:
> Am Mittwoch, 19. Oktober 2011 schrieb Jonathan Welch:
>> The new FUI project just got merged in to viewer-development.  No
>> more sidebar!  Attached you can see there are buttons on the
>> bottom and left.  There's also a column you can move them to on
>> the right which starts out unpopulated.  For each of the 3 zones
>> you can have icons or icons+labels and move buttons around or
>> eliminate ones you don't want.
> why the eff are those buttons on the left instead of the right where
> we all would expect them to be after around 2 years of sidebar?
>
> do "they" want to screw with users minds?
>
> other than that it looks fine.
>
> I'll give it a more in-deep once my local v-d has built.
>
>
> bye,
> LC
>
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MOVE the effing buttons yourself!  It's easy, really.  Try it.  And 
seriously, this is a "First Look" kinda thing.  People are flipping out 
and I think I am kinda burned out on people flipping out.
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Re: [opensource-dev] FUI project just out - no more sidebar

2011-10-19 Thread Ardy Lay
On 10/19/2011 12:52 AM, Lance Corrimal wrote:
> Am Mittwoch, 19. Oktober 2011 schrieb Ardy Lay:
>
>>> why the eff are those buttons on the left instead of the right
>>> where we all would expect them to be after around 2 years of
>>> sidebar?
>> MOVE the effing buttons yourself!  It's easy, really.
> doesn't change the fact that they should not have been moved from the
> right in the first place.
>
> first rule in UI design: do not move essential stuff with no extremely
> good reasons.
>
>
> bye,
> LC
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Did you like the sidebar when it was introduced?
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[opensource-dev] Changes to viewer behavior have been noticed. Are they deliberate and permanent?

2014-03-22 Thread Ardy Lay
Expectations:
A) Avatar is expected to stop watching mouse pointer after a short 
period of mouse inactivity.
B) World Map is expected to close-couple pan with mouse movement and 
stop panning when mouse motion is stopped, regardless of mouse button 
state after stop.

Results:
A) Avatar is watching mouse pointer long after mouse pointer motion 
stops.  This defeats a mechanism by which life-like behavior is imparted 
into avatar motion.
B) World Map exploration is being awkward as the mouse button must be 
released to stop the map from panning away from the desired view.

The following viewer builds were tested for the above expectations:

__ Second Life Release 3.7.0.285178
__ Second Life Release 3.7.0.285669
__ Second Life Release 3.7.0.286015
__ Second Life Release 3.7.1.286557
__ Second Life Release 3.7.1.286567
__ Second Life Release 3.7.2.286707
AB Second Life Release 3.7.2.286708
__ Second Life Release 3.7.3.287127
__ Second Life Release 3.7.3.287158
AB Second Life Release 3.7.3.287263
__ Second Life Release 3.7.3.287288
__ Second Life Release 3.7.3.287344
AB Second Life Release 3.7.3.287491
AB Second Life Release 3.7.4.287875
AB Second Life Release 3.7.4.288045
AB Second Life Release 3.7.4.288138
AB Second Life Release 3.7.4.288282

The presence of A and/or B in the far left column indicates expectation 
test failures of the respectively labeled expectations described above.

Both of these expectation failures appear to have been introduced in a 
single change-set:
 30120 (365375529cd2) MAINT-3250 FIXED [TUI] Dragging on the Map 
does not working correctly
 maksymsproductengine 
 2013-10-23 18:11:56 +0300 (5 months)

Corroboration is requested.

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Re: [opensource-dev] Changes to viewer behavior have been noticed. Are they deliberate and permanent?

2014-03-22 Thread Ardy Lay

On 3/22/2014 5:48 PM, Lance Corrimal wrote:
> Am Samstag 22 März 2014, 17:23:08 schrieb Ardy Lay:
>> Expectations:
>> A) Avatar is expected to stop watching mouse pointer after a short
>> period of mouse inactivity.
>> B) World Map is expected to close-couple pan with mouse movement and
>> stop panning when mouse motion is stopped, regardless of mouse button
>> state after stop.
>>
>> Results:
>> A) Avatar is watching mouse pointer long after mouse pointer motion
>> stops.  This defeats a mechanism by which life-like behavior is imparted
>> into avatar motion.
>> B) World Map exploration is being awkward as the mouse button must be
>> released to stop the map from panning away from the desired view.
>>
>> The following viewer builds were tested for the above expectations:
>>
>> __ Second Life Release 3.7.0.285178
>> __ Second Life Release 3.7.0.285669
>> __ Second Life Release 3.7.0.286015
>> __ Second Life Release 3.7.1.286557
>> __ Second Life Release 3.7.1.286567
>> __ Second Life Release 3.7.2.286707
>> AB Second Life Release 3.7.2.286708
>> __ Second Life Release 3.7.3.287127
>> __ Second Life Release 3.7.3.287158
>> AB Second Life Release 3.7.3.287263
>> __ Second Life Release 3.7.3.287288
>> __ Second Life Release 3.7.3.287344
>> AB Second Life Release 3.7.3.287491
>> AB Second Life Release 3.7.4.287875
>> AB Second Life Release 3.7.4.288045
>> AB Second Life Release 3.7.4.288138
>> AB Second Life Release 3.7.4.288282
>>
>> The presence of A and/or B in the far left column indicates expectation
>> test failures of the respectively labeled expectations described above.
>>
>> Both of these expectation failures appear to have been introduced in a
>> single change-set:
>>   30120 (365375529cd2) MAINT-3250 FIXED [TUI] Dragging on the Map
>> does not working correctly
>>   maksymsproductengine 
>>   2013-10-23 18:11:56 +0300 (5 months)
>>
> see https://jira.secondlife.com/browse/BUG-5380
> take note of the status of that bug :)
>
>
> cheer
> LC
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Ah, thanks.  That bug report, and the associated comments, seem to 
indicate that a lot of unexpected behavior changes are resulting from 
that little change-set, and that those behavior changes have annoyed 
many people, not just me.

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Re: [opensource-dev] where do i get 3p-fmodex?

2014-03-24 Thread Ardy Lay
I worked around it for now:
-#include "fmod.hpp"
-#include "fmod_errors.h"
+#include "fmodex\fmod.hpp"
+#include "fmodex\fmod_errors.h"

On 3/24/2014 5:02 PM, Lance Corrimal wrote:
> Am Montag 24 März 2014, 22:06:36 schrieb Lance Corrimal:
>> Hi,
>>
>> got it, thanks!
>>
>> Cheers
>> LC
>>
>
> ...does the latest v-d source (today's set of commits) build for anyone?
> I get this:
>
> [  751s] [ 32%] Building CXX object
> llaudio/CMakeFiles/llaudio.dir/llaudioengine_fmodex.cpp.o
> [  753s] /home/abuild/rpmbuild/BUILD/viewer-
> release/indra/llaudio/llaudioengine_fmodex.cpp:40:20: fatal error: fmod.hpp:
> No such file or directory
> [  753s]  #include "fmod.hpp"
> [  753s] ^
>
>
> Cheers
> LC
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Re: [opensource-dev] where do i get 3p-fmodex?

2014-03-25 Thread Ardy Lay
Three files each got a little of this treatment, yes.  And I don't 
expect this to be the right way to do it.  It's just me steering around 
an obstacle that I suspect is caused by something in a make file.  I 
wanted a viewer with this fmodex fix in it to play with.

On 3/25/2014 4:08 AM, Lance Corrimal wrote:
> Hi,
>
> that needs to be done in three separate files, right?
>
> done that. I would rather have a fix that doesn't patch the sources but re-
> adds fmodex/ to the include path, but this will do in a pinch.
>
> cheers,
> LC
>
> Am Montag 24 März 2014, 20:42:36 schrieb Ardy Lay:
>> I worked around it for now:
>> -#include "fmod.hpp"
>> -#include "fmod_errors.h"
>> +#include "fmodex\fmod.hpp"
>> +#include "fmodex\fmod_errors.h"
>>
>> On 3/24/2014 5:02 PM, Lance Corrimal wrote:
>>> Am Montag 24 März 2014, 22:06:36 schrieb Lance Corrimal:
>>>> Hi,
>>>>
>>>> got it, thanks!
>>>>
>>>> Cheers
>>>> LC
>>> ...does the latest v-d source (today's set of commits) build for anyone?
>>> I get this:
>>>
>>> [  751s] [ 32%] Building CXX object
>>> llaudio/CMakeFiles/llaudio.dir/llaudioengine_fmodex.cpp.o
>>> [  753s] /home/abuild/rpmbuild/BUILD/viewer-
>>> release/indra/llaudio/llaudioengine_fmodex.cpp:40:20: fatal error:
>>> fmod.hpp: No such file or directory
>>> [  753s]  #include "fmod.hpp"
>>> [  753s] ^
>>>
>>>
>>> Cheers
>>> LC
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Re: [opensource-dev] where do i get 3p-fmodex?

2014-03-25 Thread Ardy Lay
/me takes a quick glance are file revision history.

Oh!  Heh.  Yes.
One little edit beats five.
On 3/25/2014 10:33 AM, Monty Brandenberg wrote:
> On 3/25/2014 6:58 AM, Ardy Lay wrote:
>> Three files each got a little of this treatment, yes.  And I don't
>> expect this to be the right way to do it.  It's just me steering around
>> an obstacle that I suspect is caused by something in a make file.
> Problem is in FMODEX.cmake.  A change I made didn't affect our
> builds, did affect OS builds.  I'll revert that in the future when
> I get a chance but that would be the place to fix this (changeset
> 3d662c2f1aad).
>

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Re: [opensource-dev] Mesh upload bug

2015-12-15 Thread Ardy Lay
Is this similar to how the viewer and the simulator disagree about prim 
order in a linkset?

On 12/15/2015 8:03 PM, Casper Warden wrote:
> Hello everyone
>
> I'm writing about a very strange bug that appears to have introduced
> itself into the codebase at some point, concerning materials getting
> confused upon mesh upload.
>
> What happens is a .dae is uploaded with multiple materials.  While the
> viewer recognises that there are multiple materials, the server appears
> to not concur - and when you change the texture on one material, the
> server switches the texture on the other when the next update is sent.
>
> Here's a video exhibiting the issue:
> https://www.youtube.com/watch?v=zp0_w7c5Gf4
>
> The last CONFIRMED WORKING official viewer version was 3.7.28 (300847),
> but I can no longer use this because it's been retired. Singularity is
> NOT affected by this bug. Firestorm is affected. The latest Second Life,
> beta and project viewers are all affected.
>
> At first, it seemed this only occured with models exported from 3D
> Studio Max, but i've also discovered models exported from Blender which
> behave similarly.
>
> If anyone would like to work on this issue, I can send you a copy of an
> affected model.
>
> Ref: https://jira.secondlife.com/browse/BUG-10969
>
> Thank you for your attention.
>
> Casper Warden
>
>
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Re: [opensource-dev] SL Wiki locked down ?

2016-08-21 Thread Ardy Lay
"The community" had every opportunity to notice the problem and police 
the wiki.  Unfortunately only two rose to the task and the party 
defacing the wiki was using automation.  I feel that trying to fight 
that battle using that method is futile and mostly a waste of people's 
time when there is always another with something to gain and automation 
at hand to gain it.

The development of a list of contributors based upon past contributions 
seems compelling but leaves out the inclusion of new contribution 
potential.  I suspect some better solution for new contributors that 
would also cover prior contributors is in the works.  In the mean time 
is it too much to ask to submit a support request to get permission to 
continue your contributions?  I didn't think so.  I was at the front of 
the line, so to speak.

I thank you for your support!


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Re: [opensource-dev] Snowglobe 2.0^H^H^H1.3 way forward?

2010-03-12 Thread Ardy Lay
Argent Stonecutter wrote:
>
> So you think the way forward to Snowglobe should be to ignore 2.x and  
> see about backporting the 2.x functional improvements to 1.3.x?
>
> What would Linden Lab do if people actually started doing that?
>   
I remember several instances when people asked what Viewer 2.0 would 
bring to Second Life and them getting back the answer "You will be 
amazed!" Well, I am. Not particularly happy though. I see some bug fixes 
we have been hoping for, for a long time, made it into Viewer 2.0, but I 
cannot use the UI. All the winking, blinking and bouncing gives me 
seizures. Hell, I can play stuff like Battlezone II and Portal without 
problems but something about Viewer 2.0's UI drives me over the edge. 
Most games do make me uncomfortable but Second Life has never been an 
issue until now. I can kill particles. I can kill face lights. I can 
return spinning flashy garbage and I can teleport home avatars that 
cause me grief but I cannot do anything about the UI but avoid it. Back 
to Snowglobe 1.4.0 for me.

I have heard the excuse that "It tests well with new users" several 
times but I really don't care what a person that doesn't care about 
Second Life and doesn't know diddle squat about what's missing or broken 
in the UI thinks about it. "Play testing" only works when you make sure 
the "player" is involved in ALL ASPECTS of the game. In Second Life 
that's a VERY TALL ORDER. No way are you going to get the uninitiated 
man off the street involved deeply enough to properly gauge your UI. All 
you can do with him is fiddle with the few things he does whine about 
until he stops whining about it. Something I learned long ago, give a 
man a task to perform and when he fails to perform satisfactorily his 
first excuse amounts to him blaming the tools. This has resulted in many 
broken golf clubs and damaged power tools. Imagine what would happen if 
sporting equipment and tool manufacturers failed to properly train their 
product testers and blindly followed their suggestions?

I know I am going to catch heat for this post. Somebody is going to tell 
me "That's not the way worked" or some such rubbish. Well, when you 
sequester your User Interface design and development away from the users 
for a year while making massive changes you have to expect a large 
number of those users to dislike the results and suspect you are not 
acting in their best interests. After all, we have to use this thing, 
not the random people that are not interested in Second Life that 
answered some ad to be a product tester for some unnamed product.

Argent, to answer your question, I think the proper thing to do is 
distance the UI from the rest of the code. Maybe LL has started doing 
this. A decent API for user interface functions that pushes the UI code 
out of the render loop is gonna have to happen eventually. I think now 
is the time. I only wish I had the mental capacity to dive into this 
task and achieve results. God knows I need the job.

What would Linden Lab do if people started enhancing Snowglobe 1.x with 
features added to Viewer 2.0 by Linden Lab? Rub their hands together and 
cackle with glee as their user support costs go down because more and 
more users are using an unsupported viewer would be my first guess. 
Until there is a public announcement, in the Linden Blog FEATURED 
section from "up stairs" telling us insignificant little existing users 
that this is not the case I am sticking with my opinion that "up stairs" 
only cares about the real world population that IS NOT in Second Life 
already. All argument against it here will be ignored as usual as I know 
for a fact that many Linden Lab employees do in fact care a great deal. 
They will have to let their upper management fend for themselves in this 
issue

We are being fed conflicting information by Linden Lab employees. It may 
not be deliberate. It may just be people repeating stuff they hear 
without really thinking about how it will formulate in our minds. We 
have some people telling us Linden Lab cannot foresee the future and we 
have people telling us that Viewer 1.x will be supported for the 
foreseeable future. This fires off both of my doublespeak detectors. 
(That's bullshit detectors for the laymen out there.)

This is Ardy Lay and turn the lights off on your way out.

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Re: [opensource-dev] Fmod 3.74?

2010-04-17 Thread Ardy Lay
Andrew Simpson wrote:
> hey does anyone know where is fmod API 3.75 i cant find from
>  http://www.fmod.org/index.php/download
> now  it all over version 4
> when sl wiki  say download fmod API 3.75 what going to do?
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>   
Hi Andrew!  Have a look in http://www.fmod.org/files/fmod3/
The 3.xx series seems to be deprecated.
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Re: [opensource-dev] Making progress compiling the viewer, but still having some issues

2010-05-01 Thread Ardy Lay
Jonathan Welch wrote:
> 2) Note to Merov perhaps: I was initially getting a lot of errors
> about missing boost.h files.  I was told how to manually install that
> component.  Then I was getting similar messages about missing files in
> the GL directory.  I let the compiler run and eventually they went
> away -- it looks like there may be a sequence issue that only affects
> someone starting a compile from scratch for the first time --
> components are not loaded in advance of their being needed.
To avoid the "sequence issue" Build project Prepare first, then 
build-all.  This does NOT apply to Viewer 2 or Snowglobe 2.
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Re: [opensource-dev] Code Review Request: VWR-21253 (Permissions icons in the friends list)

2010-09-07 Thread Ardy Lay
  On 9/6/2010 11:53 AM, Aimee Linden wrote:
> Hi,
>
> Could I get some eyes on a fix for 
> http://jira.secondlife.com/browse/VWR-21253 ...
>
> http://bitbucket.org/aimee_linden/viewer-development-tweaks/changeset/fb38222f1b08
>
> A test build containing this is available here ...
>
> http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/aimee_viewer-development-tweaks/rev/208486/index.html
>
> Thanks,
>
> Aimee.
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The provided build implodes 4 seconds after launch it on Windows 7.
I'll pick up the change set, build that and see what happens.
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Re: [opensource-dev] where is the source

2010-09-11 Thread Ardy Lay
  On 9/11/2010 9:55 PM, malachi wrote:
> Where can I download the latest snowstorm source code? the wiki is a bit
> confusing.
>
>
Source is live and right here: 
https://bitbucket.org/lindenlab/viewer-development

Read a little for some background and pointers.  Link to source is in 
the wiki, which is being reorganized a lot to reflect the new 
processes.  http://wiki.secondlife.com/wiki/Project_Snowstorm



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