yes its defaulting to spanish. sorry but i dont speak spanish. lol
On Fri, 27 Aug 2010 19:00:45 -0400, Kadah wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Not sure if it was intentionally, pero el instalador para la
> 2.1.2.208680 es moroso a español.
> -BEGIN PGP SIGNATURE
Re:
>1. I can't get the advanced sky window into the World dropdown. Something like
>this I thought should work:
>
>label="Windlight Options
> name="WindlightOptions"
> shortcut="control|alt|W">
> function="Floater.Toggle"
> parameter="windlight_options" />
>
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
On 8/27/2010 3:03 PM, Altair Sythos Memo wrote:
> dunno if related or not, just asking before open a JIRA now in
> mouselook i see hair and other face attachments (piercing, cigarette,
> hair), is this right?
Me too, I opened a Jira for it; VWR-21
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Not sure if it was intentionally, pero el instalador para la
2.1.2.208680 es moroso a español.
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.10 (MingW32)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/
iQEcBAEBAgAGBQJMeEOdAAoJEIdLf
On Fri, 27 Aug 2010 17:39:38 -0400
Nyx Linden wrote:
> Its a bug. We're going to fix it. This isn't the final behavior.
dunno if related or not, just asking before open a JIRA now in
mouselook i see hair and other face attachments (piercing, cigarette,
hair), is this right?
_
Its a bug. We're going to fix it. This isn't the final behavior.
-Nyx
Trilo Byte wrote:
> 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
>
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
-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,
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
On 8/27/2010 3:36 AM, Aimee Linden wrote:
> On 27 Aug 2010, at 02:06, Trilo Byte wrote:
>
>> > Is it just me, or is anti-aliasing broken in the last couple builds?
> Do you arms and legs look lumpier than normal? If so then it's you ;)
>
> Quite a la
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,
On 27 August 2010 17:52, Tony Dodd wrote:
> Are we saying it will actually be impossible for a scripter to prevent
> users
> attaching other objects at the same point as the object being scripted? Or
> even detect that another attachment is using the same point? Combat systems
> tend to rely on t
Are we saying it will actually be impossible for a scripter to prevent users
attaching other objects at the same point as the object being scripted? Or
even detect that another attachment is using the same point? Combat systems
tend to rely on that to enforce 'one weapon per user' rules.
> -O
Latif Khalifa wrote:
> Looking through VWR-19505 I see the comment by the dev who made a fix
> that you have requested a user story. Do we really need user stories
> for bugs?
I would expect the user story would be something like:
"When I did X, I expected Y, but got Z."
It helps to discriminat
Maybe i not understand well, now if i want i can wear a collar from a
creator on a shirt made by somebody else, if viewer lock me on a fixed
wearing strutture imho is a pain IF a user want create fast
combination of clothes and attachments without waste time clicking one
per time each item can
Hi,
On Thu, Aug 26, 2010 at 10:58 AM, Oz Linden (Scott Lawrence) <
o...@lindenlab.com> wrote:
> On 2010-08-26 9:00, Francesco Rabbi wrote:
> > I see in latest 2.1.2 builds kdu libs, but in "about second life" i
> > see openjpeg is used, is a bug or a feature
>
> In the process of splitting the
I fail to see how your example could undermine the bits-proposal.
For a start, the bits *only* add possibilities (254 per object!).
Currently the ONLY existing behavior is as if my bits are already in place, but
set to when you 'wear' something, and to when you 'add'
something. Ad
You lost quite all good taste of this feature Ppl should be free
to add everything in funny/weird way, and creators cannot be limited
matching which bit another creator use...
The solution is resident side: outfits folders, may be interesting
mark boxes or vendors to create automatically outfi
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.
I've found that by uncommenting an argument to a function (I forget which and
am currently indisposed; it's fairly obvious if you search for references to
the name of the control for antialiasing (RenderFSAASamples or similar?)) you
can get antialiasing to work properly on OS X, though it will r
Enabling FBO broke hires snapshot
--
Sent by iPhone
Il giorno 27/ago/2010, alle ore 12:36, Aimee Linden
ha scritto:
> On 27 Aug 2010, at 02:06, Trilo Byte wrote:
>
>> Is it just me, or is anti-aliasing broken in the last couple builds?
>
> Do you arms and legs look lumpier than normal? If
On 27 Aug 2010, at 02:06, Trilo Byte wrote:
> Is it just me, or is anti-aliasing broken in the last couple builds?
Do you arms and legs look lumpier than normal? If so then it's you ;)
Quite a large amount of rendering work dropped in one of the latest updates.
You're on a Mac right? It seems t
On Fri, Aug 27, 2010 at 12:02 AM, Marine Kelley wrote:
> Actually it works, but I believe the RenderUseFBO and RenderDeferred debug
> settings must be set right (both FALSE), before seeing some antialiasing.
> I'm not really sure how I did it but I did see some AA on the latest 2.x
> viewers.
AA
Actually it works, but I believe the RenderUseFBO and RenderDeferred debug
settings must be set right (both FALSE), before seeing some antialiasing.
I'm not really sure how I did it but I did see some AA on the latest 2.x
viewers.
On 27 August 2010 08:35, Kadah Coba wrote:
> Yeah, me too. AA i
23 matches
Mail list logo