Re: [opensource-dev] opensource-dev Digest, Vol 9, Issue 27

2010-10-06 Thread Kent Quirk (Q Linden)
That sort of thing is more involved, I'm afraid; you have to change the 
control. I don't know offhand if the XUI commit binding mechanism can be made 
to work with only XUI change -- I kind of doubt it. If not, you'll have to  
change the c++ event handlers from 4 individual event handlers to one that does 
all 4 things on change of the combo_box.

It's probably worth some spelunking through XUI to see if there's an example of 
binding the combo box; if not, I bet one of the devs around here would help you 
write the C++ changes to make it work.

Q

On Oct 6, 2010, at 11:04 PM, SuezanneC Baskerville wrote:

> Thanks, Kent, I'm glad I asked. 
> 
> The keystroke, by the way,  appears to be Control Shift T, not Control Alt T, 
>  on my XP system running the Development Viewer.  
> 
> I'd like to replace the Focus, Move, Edit, Create, and Land buttons with a 
> list, I suppose a combo_box, to save horizontal space.  How does one do that?
>  
> 
> --
> 
> Message: 7
> Date: Wed, 6 Oct 2010 22:30:51 -0400
> From: "Kent Quirk (Q Linden)" 
> Subject: Re: [opensource-dev] How is the XUI part of the interface
>designed?
> 
> There's no GUI editor. However, there is a nice little assistance tool. From 
> the login screen ONLY, you can invoke the GUI Preview tool by hitting 
> alt-ctrl-T (or cmd-ctrl-T on a Mac). It will bring up a dialog that you can 
> use to display any of our dialog boxes, in two languages at once if you want. 
> If you configure it, you can also have it open the dialog file in your text 
> editor, and the "show rectangles" checkbox makes it easy to see which parts 
> of the dialog have which names.
> 
> If you edit a dialog, you can show and hide it, and it will reload. So you 
> should be able to experiment with a layout rather easily; it's not a live 
> graphical editor, but it makes it pretty easy to edit. Just realize the 
> dialogs are not "live", and so sometimes things won't look right, or may have 
> overlapping fields because only one of them is visible at any given time.
> 
>Q
> 
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Re: [opensource-dev] opensource-dev Digest, Vol 9, Issue 27

2010-10-06 Thread SuezanneC Baskerville
Thanks, Kent, I'm glad I asked.

The keystroke, by the way,  appears to be Control Shift T, not Control Alt
T,  on my XP system running the Development Viewer.

I'd like to replace the Focus, Move, Edit, Create, and Land buttons with a
list, I suppose a combo_box, to save horizontal space.  How does one do
that?


>
> --
>
> Message: 7
> Date: Wed, 6 Oct 2010 22:30:51 -0400
> From: "Kent Quirk (Q Linden)" 
> Subject: Re: [opensource-dev] How is the XUI part of the interface
>designed?
>
> There's no GUI editor. However, there is a nice little assistance tool.
> From the login screen ONLY, you can invoke the GUI Preview tool by hitting
> alt-ctrl-T (or cmd-ctrl-T on a Mac). It will bring up a dialog that you can
> use to display any of our dialog boxes, in two languages at once if you
> want. If you configure it, you can also have it open the dialog file in your
> text editor, and the "show rectangles" checkbox makes it easy to see which
> parts of the dialog have which names.
>
> If you edit a dialog, you can show and hide it, and it will reload. So you
> should be able to experiment with a layout rather easily; it's not a live
> graphical editor, but it makes it pretty easy to edit. Just realize the
> dialogs are not "live", and so sometimes things won't look right, or may
> have overlapping fields because only one of them is visible at any given
> time.
>
>Q
>
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Re: [opensource-dev] How is the XUI part of the interface designed?

2010-10-06 Thread Kent Quirk (Q Linden)
There's no GUI editor. However, there is a nice little assistance tool. From 
the login screen ONLY, you can invoke the GUI Preview tool by hitting 
alt-ctrl-T (or cmd-ctrl-T on a Mac). It will bring up a dialog that you can use 
to display any of our dialog boxes, in two languages at once if you want. If 
you configure it, you can also have it open the dialog file in your text 
editor, and the "show rectangles" checkbox makes it easy to see which parts of 
the dialog have which names. 

If you edit a dialog, you can show and hide it, and it will reload. So you 
should be able to experiment with a layout rather easily; it's not a live 
graphical editor, but it makes it pretty easy to edit. Just realize the dialogs 
are not "live", and so sometimes things won't look right, or may have 
overlapping fields because only one of them is visible at any given time.

Q


On Oct 6, 2010, at 8:15 PM, Richard Nelson wrote:

> Unfortunately there is no GUI editor for UI layout.  We currently  
> hand-edit XML.  A GUI editor is something I've wanted to do for a while,  
> and the framework is mostly in place.  But it is still a pretty large task  
> to undertake.
> 
> R.
> 
> On Wed, 06 Oct 2010 17:02:26 -0700, Robert Martin   
> wrote:
> 
>> On Wed, Oct 6, 2010 at 7:50 PM, Rob Nelson  
>>  wrote:
>>> There's a GUI editor, but last I checked, only LL employees and a  
>>> select few
>>> really know how to use it;  The manual is still in some LL wiki  
>>> somewhere.
>>> 
>>> Rob
>> 
>> oh really could Some Linden please put both on the public wiki  
>> somewhere??
>> 
> 
> 
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Re: [opensource-dev] How is the XUI part of the interface designed?

2010-10-06 Thread Richard Nelson
Unfortunately there is no GUI editor for UI layout.  We currently  
hand-edit XML.  A GUI editor is something I've wanted to do for a while,  
and the framework is mostly in place.  But it is still a pretty large task  
to undertake.

R.

On Wed, 06 Oct 2010 17:02:26 -0700, Robert Martin   
wrote:

> On Wed, Oct 6, 2010 at 7:50 PM, Rob Nelson  
>  wrote:
>> There's a GUI editor, but last I checked, only LL employees and a  
>> select few
>> really know how to use it;  The manual is still in some LL wiki  
>> somewhere.
>>
>> Rob
>
> oh really could Some Linden please put both on the public wiki  
> somewhere??
>


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Re: [opensource-dev] How is the XUI part of the interface designed?

2010-10-06 Thread Robert Martin
On Wed, Oct 6, 2010 at 7:50 PM, Rob Nelson  wrote:
> There's a GUI editor, but last I checked, only LL employees and a select few
> really know how to use it;  The manual is still in some LL wiki somewhere.
>
> Rob

oh really could Some Linden please put both on the public wiki somewhere??

-- 
Robert L Martin
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Re: [opensource-dev] How is the XUI part of the interface designed?

2010-10-06 Thread Rob Nelson
 There's a GUI editor, but last I checked, only LL employees and a 
select few really know how to use it;  The manual is still in some LL 
wiki somewhere.


Rob

On 10/6/2010 3:56 PM, SuezanneC Baskerville wrote:
There's a bunch of xml files in the Second Life program folder, for 
one example, floater_tools.xml, which is for the build editor.


I know that we can modify these by editing the text files and 
restarting SL to see the changes we have made.


Are they designed by creating text files from scratch or is there any 
kind of GUI design editor involved, or any other kind of aid or 
assistance that increases designer efficiency about repeated 
edit-text-restart-SL cycles?


If so what it the GUI designer or design helper called?

There used to be an "Edit UI" mode in 1.x viewers, that showed pixel 
offsets and I think allowed you to move interface elements  while 
running SL.  Is this mode still available in 2.x viewers?


I wanting to see if the build editor can be made into a compact, long 
thin bar instead of big rectangle that is always in the way.




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[opensource-dev] How is the XUI part of the interface designed?

2010-10-06 Thread SuezanneC Baskerville
There's a bunch of xml files in the Second Life program folder, for one
example, floater_tools.xml, which is for the build editor.

I know that we can modify these by editing the text files and restarting SL
to see the changes we have made.

Are they designed by creating text files from scratch or is there any kind
of GUI design editor involved, or any other kind of aid or assistance that
increases designer efficiency about repeated edit-text-restart-SL cycles?

If so what it the GUI designer or design helper called?

There used to be an "Edit UI" mode in 1.x viewers, that showed pixel offsets
and I think allowed you to move interface elements  while running SL.  Is
this mode still available in 2.x viewers?

I wanting to see if the build editor can be made into a compact, long thin
bar instead of big rectangle that is always in the way.



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[opensource-dev] Remaining build issues for 64bit linux standalone out-of-source (without unit tests)

2010-10-06 Thread Boroondas Gupte
 A lot of fixes from my previous list

have been integrated by now, so the list of remaining not-yet-integrated
build fixes for 64bit out-of-source has become a lot shorter :-) .

*Please note: Unit tests are currently broken for out-of-source builds
.*
Run cmake or develop.py configure with -DLL_TESTS:BOOL=FALSE or uncheck
LL_TESTS in cmake-gui and reconfigure to disable them if you try
building out-of-source.

I've isolated the fixes for the remaining issues into repositories of
their own (except for those that should be pulled together) and turned
them into daggy fixes to allow for easy merging with as many revisions
as possible.

VWR-23047  (aka SNOW-512 /
SNOW-287): PIC required for standalone

* Fixed - On Review (fix at http://bitbucket.org/boroondas/vwr-23047)
* Fixes for VWR-20911 
  and SNOW-748  are
  also in this repository
* Fixes for all 3 issues should be pulled together to avoid breakage


STORM-222 : expat.h not
found on STANDALONE

* Fixed in http://bitbucket.org/boroondas/storm-222
* Approved by Vadim ProductEngine


VWR-23296 : missing
LL_TEST conditions (i.e. SNOW-651
 *+* SNOW-654
)

* The ability to turn off building and executing of /all/ unit tests
  is needed to work around other issues (which we'll have to fix later)
* Fixed at http://bitbucket.org/boroondas/vwr-23296
* Should be easy to review (but note there are several changesets)


STORM-275  (a.k.a.
VWR-20893): "class Linux_x86_64Manifest" missing from viewer_manifest.py
Breaking linux 64-bit build.

* Fixed at http://bitbucket.org/boroondas/storm-275


Many thanks to Techwolf Lupindo, Aimee Trescothick and Robin Cornelius
who made the original fixes.

Cheers,
Boroondas
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[opensource-dev] Daily Scrum Update - Wednesday, October 6

2010-10-06 Thread Anya Kanevsky
Date: Wed Oct 6

== GENERAL NOTES ==
* Merge Monkey of the Day: Merov

== DAILY SCRUM ==

=== Merov Linden===
PAST
* Sprint planning: meeting and timing
* STORM-306: Lots of tests. Narrowed down the changes to *1 file*!
Have some hope to pin that bugger shortly. :)

FUTURE
* STORM-137 : FMOD issue: fix upload issue with Brad. Hopefully, the
rest will be easy.
* STORM-105 : Perf decompression: put new data out, check the work
done by opensource-dev community on similar tests.
* STORM-306: back burner: bissect and incremental builds till I
pinpoint the culprit...

IMPEDIMENTS
* Kakadu license upgrade


==Oz Linden==
PAST
* Caught up on the state of autobuild
* More wiki updates
* Worked on open build service definition
* Got an S3 account

FUTURE
* Prep a budget proposal for open build service & code review system
* Office Hour
* Pester Team Chopper about opening up autobuild
* Update develop.secondlife.com
* Work on updates to TPV Directory processes

IMPEDIMENTS
* none


=== Q Linden===
PAST
* HR (annual reviews)
* Q4 / 2011 planning
* Unit test system research and use

FUTURE
* Finish HR
* Q4 / 2011 planning
* Unit test working

IMPEDIMENTS
* OSX 10.6 builds are not officially supported so I'm wrangling that


=== Esbee Linden
PAST
* VWR triage
* Sprint 5 planning
* Q4+ planning
* Systems requirements research
* Reviewed versions, "viewer-development bug queue and viewer 2.2.0
Beta" and prioritized all bugs

FUTURE
* VWR triage
* Review Snowstorm Jira tickets
* Viewer roadmap planning
* Systems requirements research
* Q4+ planning
* End of year review discussion with Q

IMPEDIMENTS
* None


=== Paul ProductEngine===
PAST:
* STORM-263 Cog button in lower-left of sidebar panel does not close
popup menu on second click
** Fixed

FUTURE:
* other bugs

IMPEDIMENTS:
*none

=== Seth Productengine ===
PAST:
* BUG (STORM-305) Undocked minimized SP tabs are restored after re-login
** WIP. 90% complete.  The issue required some changes in basic
floater behavior because regular floaters should be unminimized on
viewer start.

FUTURE:
* BUG (STORM-305) Undocked minimized SP tabs are restored after re-login
** Estimated: 2 hours.

IMPEDIMENTS:
* STORM-316 needs answer from Esbee (?)

=== Andrew Productengine ===
PAST:
* Major bug STORM-315 (Changes to Environment Editor are not saved and
do not persist across sessions).
** Investigated. This issue turned to be time consuming, because I was
unfamiliar with this floater behaviour and its code. Part of this
issue doesn't reproduce on Win7, code seems fine too. Another part to
me seems not like a bug- because code there doesn't even try save
water color outside of presets, and it wasn't done in viewer 2.1.1 so
if reporter wishes it another way perhaps it should be story and not
defect. Wrote about investigation resulsts and asked a question in ticket.

* Bug STORM-299 (World map floater opens instead Mini-map if
double-click on minimized Mini-map)
** WIP. Estimate - 1 hour.

FUTURE:
* STORM-299 (World map floater opens instead Mini-map if double-click
on minimized Mini-map)

IMPEDIMENTS:
* STORM-295 and STORM-325 are fixed in viewer-development. What should
be done with these fixes? Should changesets with them be transplanted
from one repository to another, or simply fixed the same way manually,
or left untouched to wait merge with development?


=== Vadim Productengine ===
*  OOO - Vacation. Will be back to office on Oct, 11th.


=== Andrey Productengine ===
PAST:
 * smoke test of 210...@viewer-development
 * integrated tickets verification on 210...@viewer-development

FUTURE:
  * regression testing of 210...@viewer-development in scope of
changes from previous development builds

IMPEDIMENTS:
* none
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Re: [opensource-dev] Where oh where has my rendering gone?

2010-10-06 Thread Ann Otoole
Or if you have an invidia card just use the control panel and make it gray 
scale. At least for viewing anyway. Might not work so good for filming.





From: Joshua Bell 
To: Kent Quirk (Q Linden) 
Cc: "opensource-dev@lists.secondlife.com" 
Sent: Wed, October 6, 2010 11:57:34 AM
Subject: Re: [opensource-dev] Where oh where has my rendering gone?


On Tue, Oct 5, 2010 at 7:29 PM, Kent Quirk (Q Linden)  
wrote:

Well, it's not quite like that. To pull this off, you'd have to take everywhere 
we set a color, and set it instead to its equivalent black and white value 
(there's a formula that's traditionally used, although there's no "correct" way 
to do it:  Y = 0.3*R + 0.59*G + 0.11*B). You *might* be able to get away with 
modifying the LLColor4 constructor to do this, but it's probably going to have 
some surprising results when you assign a value and don't get the same value 
back.
>
How about post-processing every frame before the final swapBuffers call? That 
seems like it could be done with a shader and only touching a small amount of 
code. This would affect the UI as well as the world viewport, however, without 
some significant refactoring, but given that we already have some 
post-processing effects (glow, etc) perhaps there's already a good spot to slot 
this in?

(Don't trust me too much, though, as I've never written a non-trivial shader 
and 
have never touched the viewer's render pipeline!)

Of course, once you have monochrome output, you could tweak the shader and get 
sepia-toned rendering. Old-timey SL, anyone?

-- Josh


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Re: [opensource-dev] Where oh where has my rendering gone?

2010-10-06 Thread Argent
On Wed, Oct 6, 2010 at 10:57 AM, Joshua Bell  wrote:
> Of course, once you have monochrome output, you could tweak the shader and
> get sepia-toned rendering. Old-timey SL, anyone?

Don't forget the vignetting and cracquelaire effect.
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Re: [opensource-dev] Vertex Edit Capability

2010-10-06 Thread Daniel Smith
On Wed, Oct 6, 2010 at 4:48 AM, Argent Stonecutter
wrote:

> On 2010-10-05, at 12:58, Daniel Smith wrote:
> > One of the most likely starting points I see is the terrain editor.  That
> is a limited mesh editor in itself.
>
> That would be... really horrible. The terrain editor only operates on one
> axis and is extremely hard to use for any kind of precise work.
>
> Heh, then it turns out to be 'likely, but not so useful'...Aside from
that bit, my gut tells me it may be more useful for the codebase to really
support plugins, and then to go from there.  Slapping a lot of new
functionality on to the current code seems like a recipe for bloat.


Daniel Smith - Sonoma County, California
http://daniel.org/resume
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Re: [opensource-dev] Latest LL viewer beta has inventory count issues?

2010-10-06 Thread Joshua Bell
On Wed, Oct 6, 2010 at 8:24 AM, Oz Linden (Scott Lawrence)  wrote:

>  On 2010-10-05 17:43, Ann Otoole wrote:
> > However I do know asset data is "vanishing". I have a ticket open and
> > never looked at in respect to a humble shoe texture I created and
> > uploaded to SL that has vanished from the asset system.
>
> Do you have an id for that ticket?   The first question is whether the
> UUID actually exists correctly in the asset store and the viewer is
> failing to retrieve it correctly, or whether the data in the asset store
> is itself lost or corrupted.
>

+1 - there's a fairly deep pipeline between where the assets are actually
stored and the viewer, and of course there's the possibility of a bug
anywhere in between. An asset ID is all we need to start investigating.

-- Josh (Caches and proxies and redirects, oh my!)
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Re: [opensource-dev] Where oh where has my rendering gone?

2010-10-06 Thread Joshua Bell
On Tue, Oct 5, 2010 at 7:29 PM, Kent Quirk (Q Linden) wrote:

> Well, it's not quite like that. To pull this off, you'd have to take
> everywhere we set a color, and set it instead to its equivalent black and
> white value (there's a formula that's traditionally used, although there's
> no "correct" way to do it:  Y = 0.3*R + 0.59*G + 0.11*B). You *might* be
> able to get away with modifying the LLColor4 constructor to do this, but
> it's probably going to have some surprising results when you assign a value
> and don't get the same value back.
>

How about post-processing every frame before the final swapBuffers call?
That seems like it could be done with a shader and only touching a small
amount of code. This would affect the UI as well as the world viewport,
however, without some significant refactoring, but given that we already
have some post-processing effects (glow, etc) perhaps there's already a good
spot to slot this in?

(Don't trust me too much, though, as I've never written a non-trivial shader
and have never touched the viewer's render pipeline!)

Of course, once you have monochrome output, you could tweak the shader and
get sepia-toned rendering. Old-timey SL, anyone?

-- Josh
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Re: [opensource-dev] Latest LL viewer beta has inventory count issues?

2010-10-06 Thread Oz Linden (Scott Lawrence)
  On 2010-10-05 17:43, Ann Otoole wrote:
> However I do know asset data is "vanishing". I have a ticket open and 
> never looked at in respect to a humble shoe texture I created and 
> uploaded to SL that has vanished from the asset system. Easily 
> replacable yes but highly annoying to know data seemingly vanishes 
> into thin air that way. However the inventory record for that texture 
> remains intact. When previewed or rezzed the texture just stays gray. 
> No matter who tries to view it. That is an asset issue not an 
> inventory issue.

Do you have an id for that ticket?   The first question is whether the 
UUID actually exists correctly in the asset store and the viewer is 
failing to retrieve it correctly, or whether the data in the asset store 
is itself lost or corrupted.

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[opensource-dev] Esbee's Office Hour Canceled for this week

2010-10-06 Thread Sarah (Esbee) Hutchinson
I've got a conflicting meeting today, so I need to cancel my office hours
this week.

We'll resume next week. Sorry for the late notice, folks!

- Esbee
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Re: [opensource-dev] Vertex Edit Capability

2010-10-06 Thread Argent Stonecutter
On 2010-10-05, at 12:58, Daniel Smith wrote:
> One of the most likely starting points I see is the terrain editor.  That is 
> a limited mesh editor in itself.

That would be... really horrible. The terrain editor only operates on one axis 
and is extremely hard to use for any kind of precise work.

I'd rather go the other way and get a basic mesh editor first, then maybe see 
about improving the terrain editor to match.

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