Re: [opensource-dev] Fermi Viewer

2010-10-21 Thread Argent Stonecutter
On 2010-10-20, at 11:21, Daniel Smith wrote:
> On Wed, Oct 20, 2010 at 2:29 AM, Argent Stonecutter  
> wrote:
>> On 2010-10-18, at 12:08, Daniel Smith wrote:
>>> would be better all around.. for the community to say .. hold up.. how to 
>>> merge the best of 1.x and 2.x

>> We already have that. It's called 1.x.

> {   "remarkAnswer" :  "hee hee - but it doesnt have the two Ms",
>  "theMs" : {
>   "M1":  "MOAP",
>   "M2":  "MESH"
>  },
> }

The open 2.x code base doesn't have mesh either. And media on a prim is the 
"Active Desktop" of SL.

(and the way LL keeps nerfing mesh, I'm afraid that it's going to be the OS/2 
Warp of SL)
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Re: [opensource-dev] Enhanced Script Editor Request

2010-10-21 Thread Argent Stonecutter
On 2010-10-20, at 13:20, malachi wrote:
> For you windows developers who are using Visual Studio, When you type a  
> function name and get to the ( point of the function it pops a tip up  
> telling you what is needed to complete this function.

The SL editor already has this: you just hover the mouse over the function name.

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Re: [opensource-dev] Enhanced Script Editor Request

2010-10-21 Thread Argent Stonecutter
On 2010-10-20, at 18:07, Ricky wrote:
> lol... That comment reminds me of this (tongue-in-cheek,) graphic
> representing the learning curves for a variety of common editors:
> http://blogs.msdn.com/b/steverowe/archive/2004/11/17/code-editor-learning-curves.aspx

Pet peeve time:

I understand the colloqualism, but if you think about what you're actually 
measuring a "steep learning curve" means something's easy to learn... you learn 
a lot, quickly.
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[opensource-dev] USER STORY for not so far future

2010-10-21 Thread Ponzu
As a user, I want to use a multi-touch device (iPad, Android, etc) to
control Second Life.

The simple technical issue is getting the tablet to talk to the viewer.  Of
course, the hard issue is creating the insanely great multi-touch
interface.  For example, touching tablet could re-aim camera.  making little
walking motions with your fingers could make you walk.  two-finger movement
could enter mouselook and move.

I thought of this because I saw a Mac paint program (on the big screen)
where the controls such as palette, color, brush, are on an iPad.  Looked
really cool.

Ponzu
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Re: [opensource-dev] USER STORY for not so far future

2010-10-21 Thread Francesco Rabbi
Not understand sorry...

This isn't a LL problem. You can already use iMouse to use your iPad,
iPhone or iPod as a multi-touch trackpad and via control panel you can
bind multi-touch gesture to keyboard shortcut...

-- 
Sent by iPhone

Il giorno 21/ott/2010, alle ore 15:52, Ponzu  ha scritto:

> As a user, I want to use a multi-touch device (iPad, Android, etc) to control 
> Second Life.
>
> The simple technical issue is getting the tablet to talk to the viewer.  Of 
> course, the hard issue is creating the insanely great multi-touch interface.  
> For example, touching tablet could re-aim camera.  making little walking 
> motions with your fingers could make you walk.  two-finger movement could 
> enter mouselook and move.
>
> I thought of this because I saw a Mac paint program (on the big screen) where 
> the controls such as palette, color, brush, are on an iPad.  Looked really 
> cool.
>
> Ponzu
>
>
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Re: [opensource-dev] USER STORY for not so far future

2010-10-21 Thread Oz Linden (Scott Lawrence)
  On 2010-10-21 10:10, Francesco Rabbi wrote:
> Not understand sorry...
>
> This isn't a LL problem. You can already use iMouse to use your iPad,
> iPhone or iPod as a multi-touch trackpad and via control panel you can
> bind multi-touch gesture to keyboard shortcut...


Now that would be a great thing to document on the wiki - think you can 
write it up, Francesco?

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Re: [opensource-dev] USER STORY for not so far future

2010-10-21 Thread Ponzu
Yes, it is a great thing, but the kind of control I imagine is not tied to
keyboard short-cuts.  At least, I don't think there is a keyboard shortcut
for sit-on-that-chair, or look-to-the-left

The background is that I think that the keyboard commands in SL were created
by a combination of gamers (wasd) and 3D software users (ctl-cmd-shift X).

I am trying to imagine what the fundamental operations are in SL, and then
what multi-touch gesture each should map too.  Think Tom Cruise in Minority
Report...

Ponzu waves hand to send emailwsh

damn, still there.  Guess I'll have to pretend to click on the imaginary
button.

On Thu, Oct 21, 2010 at 11:57 AM, Oz Linden (Scott Lawrence) <
o...@lindenlab.com> wrote:

>  On 2010-10-21 10:10, Francesco Rabbi wrote:
>
>> Not understand sorry...
>>
>> This isn't a LL problem. You can already use iMouse to use your iPad,
>> iPhone or iPod as a multi-touch trackpad and via control panel you can
>> bind multi-touch gesture to keyboard shortcut...
>>
>
>
> Now that would be a great thing to document on the wiki - think you can
> write it up, Francesco?
>
>
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Re: [opensource-dev] USER STORY for not so far future

2010-10-21 Thread Sythos
On Thu, 21 Oct 2010 11:57:28 -0400
"Oz Linden (Scott Lawrence)"  wrote:

>   On 2010-10-21 10:10, Francesco Rabbi wrote:
> > Not understand sorry...
> >
> > This isn't a LL problem. You can already use iMouse to use your
> > iPad, iPhone or iPod as a multi-touch trackpad and via control
> > panel you can bind multi-touch gesture to keyboard shortcut...
> 
> 
> Now that would be a great thing to document on the wiki - think you
> can write it up, Francesco?

/me wistle whispering "next time i'll look my shoes"

XD

ok, asap i'll have a bit of spare time i'll begin, is more a list of
links to howto...
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[opensource-dev] Mesh Source Code ETA

2010-10-21 Thread Zabb65
Last week when Mesh was announced into public beta, it was said the
source code would be put up by the end of the week, checking the blog
post mentions that it would be placed on the snowstorm wiki page, but
I cannot find it there.

After having corresponded with a few people it seems that the build
was broken and that is what is keeping the source from being
published. Later on I heard that pieces of mesh were being removed
from the code because of license restrictions. So my questions are as
follows:

1. Is there any ETA on a release for the source code to the mesh viewer?
2. As things are being removed, what exactly is being pulled, the
entire uploading process? Mesh decomposition support only? Something
else?
3. Is there the possibility of the code being released, even in its
broken state so that the community can review the changes made and
become more accustomed to them for merge purposes. Or so that the
dedicated community could piece together a working build from what is
there somehow?

~Zwagoth
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Re: [opensource-dev] Mesh Source Code ETA

2010-10-21 Thread malachi
wow. see i missed this somewhere. but i comnpletely agree. if this client  
is OPEN SOURCE. where is the source? why is it being hidden behind walls?
On Thu, 21 Oct 2010 18:05:32 -0400, Zabb65  wrote:

> Last week when Mesh was announced into public beta, it was said the
> source code would be put up by the end of the week, checking the blog
> post mentions that it would be placed on the snowstorm wiki page, but
> I cannot find it there.
>
> After having corresponded with a few people it seems that the build
> was broken and that is what is keeping the source from being
> published. Later on I heard that pieces of mesh were being removed
> from the code because of license restrictions. So my questions are as
> follows:
>
> 1. Is there any ETA on a release for the source code to the mesh viewer?
> 2. As things are being removed, what exactly is being pulled, the
> entire uploading process? Mesh decomposition support only? Something
> else?
> 3. Is there the possibility of the code being released, even in its
> broken state so that the community can review the changes made and
> become more accustomed to them for merge purposes. Or so that the
> dedicated community could piece together a working build from what is
> there somehow?
>
> ~Zwagoth
> ___
> Policies and (un)subscribe information available here:
> http://wiki.secondlife.com/wiki/OpenSource-Dev
> Please read the policies before posting to keep unmoderated posting  
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Re: [opensource-dev] Tools of the trade.

2010-10-21 Thread Brandon Husbands
You ditching Cmake?


On Wed, Oct 20, 2010 at 1:43 PM, Kent Quirk (Q Linden) 
wrote:

> We've been having this discussion internally for some time. There's a lot
> of friction because a) we have to update lots of developers, and b) we have
> to rebuild all the libraries and distribute them internally.
>
> We've been working on a tool called autobuild which will automate this
> process; it's almost ready. It should make it lots easier for us as well as
> opensource developers to get a build up and running, and will centralize the
> tool decisions so that we can finally upgrade fairly easily.
>
>Q
>
>
> On Oct 20, 2010, at 12:21 AM, Brandon Husbands wrote:
>
> > I understand that Licensing costs money but I do have a question. It is
> almost 2011 That's 6 years after Visual Studio was released.
> > I also know there are patches floating around for cmake and various other
> things that make VS2k8 compile properly. So I ask this, when is LL going to
> drop vs2k5 as the "Supported" MS compiler? With c++0x Standard actually
> being implimented with some methods in vs2k8 and mostly in 2k10. Is it not
> time to really update our default toolset?
> >
> > At least lets get the patches in to fix 2k8, and get it officially
> supported. I despise 2k5, 28k is pretty solid now. 2k10 seems to be the
> vista of IDE's maybe 2k11 will be the win 7 =) Mostly due to the project
> based settings instead of global IDE includes which is a PITA even with
> Cmake.
> >
> > Id like to get LL's response on how long are we going to be stuck with
> 2k5 as the "official" compiler/ide.
> >
> >
> >
> > --
> >
> ---
> > This email is a private and confidential communication. Any use of email
> may be subject to the laws and regulations of the United States. You may not
> Repost, Distribute nor reproduce any content of this message.
> >
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Re: [opensource-dev] Mesh Source Code ETA

2010-10-21 Thread Zabb65
They have only said they would release source, though they do not have
to release it. They are doing so out of their own good will as a
company, not by legal obligation, please remember this. I suspect they
are not trying to hide anything at all in this. Just complications
have likely occurred, so looking for updates or comments from the
official source as to whats going on.

~Zwagoth

On Thu, Oct 21, 2010 at 20:36, malachi  wrote:
> wow. see i missed this somewhere. but i comnpletely agree. if this client is
> OPEN SOURCE. where is the source? why is it being hidden behind walls?
> On Thu, 21 Oct 2010 18:05:32 -0400, Zabb65  wrote:
>
>> Last week when Mesh was announced into public beta, it was said the
>> source code would be put up by the end of the week, checking the blog
>> post mentions that it would be placed on the snowstorm wiki page, but
>> I cannot find it there.
>>
>> After having corresponded with a few people it seems that the build
>> was broken and that is what is keeping the source from being
>> published. Later on I heard that pieces of mesh were being removed
>> from the code because of license restrictions. So my questions are as
>> follows:
>>
>> 1. Is there any ETA on a release for the source code to the mesh viewer?
>> 2. As things are being removed, what exactly is being pulled, the
>> entire uploading process? Mesh decomposition support only? Something
>> else?
>> 3. Is there the possibility of the code being released, even in its
>> broken state so that the community can review the changes made and
>> become more accustomed to them for merge purposes. Or so that the
>> dedicated community could piece together a working build from what is
>> there somehow?
>>
>> ~Zwagoth
>> ___
>> Policies and (un)subscribe information available here:
>> http://wiki.secondlife.com/wiki/OpenSource-Dev
>> Please read the policies before posting to keep unmoderated posting
>> privileges
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>
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Re: [opensource-dev] Tools of the trade.

2010-10-21 Thread Brad Kittenbrink (Brad Linden)
Funny, but no. It has been said that cmake is the worst IDE build system
generator except all those others that have been tried.

We are gonna try to ditch develop.py though.  And we're gonna start
publishing the way we build all third party libs for the viewer.  We should
be ready to show it off and talk about it in detail RealSoonNow.

-Brad

On Thu, Oct 21, 2010 at 5:54 PM, Brandon Husbands  wrote:

> You ditching Cmake?
>
>
>
> On Wed, Oct 20, 2010 at 1:43 PM, Kent Quirk (Q Linden) 
> wrote:
>
>> We've been having this discussion internally for some time. There's a lot
>> of friction because a) we have to update lots of developers, and b) we have
>> to rebuild all the libraries and distribute them internally.
>>
>> We've been working on a tool called autobuild which will automate this
>> process; it's almost ready. It should make it lots easier for us as well as
>> opensource developers to get a build up and running, and will centralize the
>> tool decisions so that we can finally upgrade fairly easily.
>>
>>Q
>>
>>
>> On Oct 20, 2010, at 12:21 AM, Brandon Husbands wrote:
>>
>> > I understand that Licensing costs money but I do have a question. It is
>> almost 2011 That's 6 years after Visual Studio was released.
>> > I also know there are patches floating around for cmake and various
>> other things that make VS2k8 compile properly. So I ask this, when is LL
>> going to drop vs2k5 as the "Supported" MS compiler? With c++0x Standard
>> actually being implimented with some methods in vs2k8 and mostly in 2k10. Is
>> it not time to really update our default toolset?
>> >
>> > At least lets get the patches in to fix 2k8, and get it officially
>> supported. I despise 2k5, 28k is pretty solid now. 2k10 seems to be the
>> vista of IDE's maybe 2k11 will be the win 7 =) Mostly due to the project
>> based settings instead of global IDE includes which is a PITA even with
>> Cmake.
>> >
>> > Id like to get LL's response on how long are we going to be stuck with
>> 2k5 as the "official" compiler/ide.
>> >
>> >
>> >
>> > --
>> >
>> ---
>> > This email is a private and confidential communication. Any use of email
>> may be subject to the laws and regulations of the United States. You may not
>> Repost, Distribute nor reproduce any content of this message.
>> >
>> ---
>> >
>> ---
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>> > Policies and (un)subscribe information available here:
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>> > Please read the policies before posting to keep unmoderated posting
>> privileges
>>
>>
>
>
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>
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Re: [opensource-dev] Mesh Source Code ETA

2010-10-21 Thread Zabb65
Looks like this does not need an answer now. Code is up.
http://hg.secondlife.com/mesh-development/
\o/

On Thu, Oct 21, 2010 at 20:56, Zabb65  wrote:
> They have only said they would release source, though they do not have
> to release it. They are doing so out of their own good will as a
> company, not by legal obligation, please remember this. I suspect they
> are not trying to hide anything at all in this. Just complications
> have likely occurred, so looking for updates or comments from the
> official source as to whats going on.
>
> ~Zwagoth
>
> On Thu, Oct 21, 2010 at 20:36, malachi  wrote:
>> wow. see i missed this somewhere. but i comnpletely agree. if this client is
>> OPEN SOURCE. where is the source? why is it being hidden behind walls?
>> On Thu, 21 Oct 2010 18:05:32 -0400, Zabb65  wrote:
>>
>>> Last week when Mesh was announced into public beta, it was said the
>>> source code would be put up by the end of the week, checking the blog
>>> post mentions that it would be placed on the snowstorm wiki page, but
>>> I cannot find it there.
>>>
>>> After having corresponded with a few people it seems that the build
>>> was broken and that is what is keeping the source from being
>>> published. Later on I heard that pieces of mesh were being removed
>>> from the code because of license restrictions. So my questions are as
>>> follows:
>>>
>>> 1. Is there any ETA on a release for the source code to the mesh viewer?
>>> 2. As things are being removed, what exactly is being pulled, the
>>> entire uploading process? Mesh decomposition support only? Something
>>> else?
>>> 3. Is there the possibility of the code being released, even in its
>>> broken state so that the community can review the changes made and
>>> become more accustomed to them for merge purposes. Or so that the
>>> dedicated community could piece together a working build from what is
>>> there somehow?
>>>
>>> ~Zwagoth
>>> ___
>>> Policies and (un)subscribe information available here:
>>> 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] Tools of the trade.

2010-10-21 Thread Brandon Husbands
Soon TM!

lol

SO i dont have to worry about installing 2k5 yet then.


On Thu, Oct 21, 2010 at 8:54 PM, Brad Kittenbrink (Brad Linden) <
b...@lindenlab.com> wrote:

> Funny, but no. It has been said that cmake is the worst IDE build system
> generator except all those others that have been tried.
>
> We are gonna try to ditch develop.py though.  And we're gonna start
> publishing the way we build all third party libs for the viewer.  We should
> be ready to show it off and talk about it in detail RealSoonNow.
>
> -Brad
>
>
> On Thu, Oct 21, 2010 at 5:54 PM, Brandon Husbands wrote:
>
>> You ditching Cmake?
>>
>>
>>
>> On Wed, Oct 20, 2010 at 1:43 PM, Kent Quirk (Q Linden) 
>> wrote:
>>
>>> We've been having this discussion internally for some time. There's a lot
>>> of friction because a) we have to update lots of developers, and b) we have
>>> to rebuild all the libraries and distribute them internally.
>>>
>>> We've been working on a tool called autobuild which will automate this
>>> process; it's almost ready. It should make it lots easier for us as well as
>>> opensource developers to get a build up and running, and will centralize the
>>> tool decisions so that we can finally upgrade fairly easily.
>>>
>>>Q
>>>
>>>
>>> On Oct 20, 2010, at 12:21 AM, Brandon Husbands wrote:
>>>
>>> > I understand that Licensing costs money but I do have a question. It is
>>> almost 2011 That's 6 years after Visual Studio was released.
>>> > I also know there are patches floating around for cmake and various
>>> other things that make VS2k8 compile properly. So I ask this, when is LL
>>> going to drop vs2k5 as the "Supported" MS compiler? With c++0x Standard
>>> actually being implimented with some methods in vs2k8 and mostly in 2k10. Is
>>> it not time to really update our default toolset?
>>> >
>>> > At least lets get the patches in to fix 2k8, and get it officially
>>> supported. I despise 2k5, 28k is pretty solid now. 2k10 seems to be the
>>> vista of IDE's maybe 2k11 will be the win 7 =) Mostly due to the project
>>> based settings instead of global IDE includes which is a PITA even with
>>> Cmake.
>>> >
>>> > Id like to get LL's response on how long are we going to be stuck with
>>> 2k5 as the "official" compiler/ide.
>>> >
>>> >
>>> >
>>> > --
>>> >
>>> ---
>>> > This email is a private and confidential communication. Any use of
>>> email may be subject to the laws and regulations of the United States. You
>>> may not Repost, Distribute nor reproduce any content of this message.
>>> >
>>> ---
>>> >
>>> ---
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>>> > Policies and (un)subscribe information available here:
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>>> > Please read the policies before posting to keep unmoderated posting
>>> privileges
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>>>
>>
>>
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