[opensource-dev] Daily Scrum Summary - Thursday, October 21
*Date: **Wed** **Oct **20* *== GENERAL NOTES ==* * Merge Monkey of the Day: Oz *== DAILY SCRUM ==* *=== Merov ===* *PAST* * STORM-423: Created a changeset, ready for review * STORM-406: Discussed with lkalif. Updated build wiki. Ready for review. * STORM-173: Found a repro case at last. * Merge Monkey-ing *FUTURE* * STORM-173: Study and fix or leave it that way. * STORM-104: kdu upgrade * STORM-105 : Perf decompression: put new data out, check the work done by opensource-dev community on similar tests. *IMPEDIMENTS* * Latest KDU bits: still waiting... *==**Oz** Linden**==* *PAST* * Lots of internal discussion re: develop site * Discuss opening map javascript * Office Hour ... not very productive day, somehow... *FUTURE* * Meetings regarding new TPV directory site * Review backlog for osdev candidate issues w/ Esbee * Learn how to do library change tests in TeamCity *IMPEDIMENTS* * None *=== Q **Linden**===* PAST * Move my desk * Work on an internal tool * Process documentation * Meetings * * *FUTURE* * Process negotiation * Meetings * Code tomorrow? *IMPEDIMENTS* * Too much time spent educating others on process *=== Esbee Linden ===* *PAST* * Draft of Viewer 2.3 Beta 1 Announcement Blog Post * Coordinating Viewer 2.3 Beta 1 release * Viewer Beta and Release Process work * VWR Triage * Started Prefs requirements work * Beat Q, Gez, and Nyx at Dominion *FUTURE* * Continue work on Viewer 2.3 Beta 1 blog post * Systems requirements analysis * Preferences review * VWR Triage * Viewer 2.3 Beta 1 Release Coordination * Mockup wiki page for Viewer downloads * Review STORM-255 * Finish chart reporting review on Jira *IMPEDIMENTS* * None (just time) *=== Paul ProductEngine===* *PAST:* * STORM-39 As a User, I want to control how long a chat toast appears before it fades. Please add fade time back to Chat preferences. ** Completed first part of the task. Tomorrow will continue the rest of the task. *FUTURE:* * STORM-39 As a User, I want to control how long a chat toast appears before it fades. Please add fade time back to Chat preferences. *IMPEDIMENTS:* * none to menu button's mouse down handler. *=== Seth Productengine ===* *PAST:* *BUG (STORM-426) Menu button looks as being pressed while its menu is displayed by another control ** WIP. **Added visibility change signal to LLMenuGL. Faced the problem with hideMenus() changing menu visibility prior *FUTURE:* * BUG (STORM-426) Menu button looks as being pressed while its menu is displayed by another control ** Estimated: 4 hours. * BUG (STORM-296) Cursor doesn't change when trying to drag and drop non-landmark items into Favorites folder I*MPEDIMENTS:* * none *=== Andrew Productengine ===* *PAST:* * Bug STORM-322 (Group Member Search: gives more entries then the search string suggests) ** Fixed the bug. Will add saving of member list order in setting, test and put on review. Estimate - 2 hours. *FUTURE* * Finish STORM-322. * Critical bug STORM-95 (Upload hangs client). *IMPEDIMENTS:* * none *=== Vadim Productengine ===* *PAST:* * Bug STORM-311 (*Share button is enabled if select non worn wearable and wear it*): ** Fixed. *Bug STORM-419 (*Port of SNOW-422 to SG 2.0: anonymous' is used uninitialized in this function inlldarray.h*): ** Submitted a 3rd party patch. * Bug STORM-417 (*Port of SNOW-140 to SG 2.0 : Forced updates not working on Mac*): ** Submitted a 3rd party patch. * Found a workaround for the build problem described in STORM-406. * Consulted Seth about STORM-426. *FUTURE:* * will pick something from sprint 6 *IMPEDIMENTS:* * Need Q to answer in STORM-297. * Need more tickets targeted for sprint 6. * There is a showstopper bug STORM-182 which is still targeted to 2.2.0 beta. It seems to be wrong. *=== Andrey Productengine ===* *PAST:* * Viewer 2.3.0 Beta1 integrity tests are passed on Win; * Viewer 2.3.0 Beta1 smoke tests are passed on OSX and almost done on Windows and Linux * started regression testing of Viewer 2.3.0 Beta1 *FUTURE:* * finish smoke tests on Windows and Linux * proceed with regression tests *IMPEDIMENTS:* * none ___ 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
Re: [opensource-dev] Mesh Source Code ETA
On 10/22/10, Zabb65 zab...@gmail.com wrote: Looks like this does not need an answer now. Code is up. http://hg.secondlife.com/mesh-development/ \o/ Looks like convex decomposition support has been pulled. LLConvexDecomposition is a proprietary library based on Havok (TM) physics libraries. In its place, Linden Lab shares the code for LLConvexDecompositionStub, a stub version of the same library with no proprietary components. I'd suggest porting the convex decomposition code from something like (for example) Bullet instead might be a good idea. ___ 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
Re: [opensource-dev] Mesh Source Code ETA
I think this would be the most obvious way to add proper decomposition support back into the client, and allow for a full third party implementation. Bullet has a fairly basic decomposition engine, but it should work for what is being done, even if the results are not 100% idea, and possibly can be worked into snowstorm given sufficient time and testing. On Fri, Oct 22, 2010 at 05:03, Aidan Thornton makos...@gmail.com wrote: On 10/22/10, Zabb65 zab...@gmail.com wrote: Looks like this does not need an answer now. Code is up. http://hg.secondlife.com/mesh-development/ \o/ Looks like convex decomposition support has been pulled. LLConvexDecomposition is a proprietary library based on Havok (TM) physics libraries. In its place, Linden Lab shares the code for LLConvexDecompositionStub, a stub version of the same library with no proprietary components. I'd suggest porting the convex decomposition code from something like (for example) Bullet instead might be a good idea. ___ 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
Re: [opensource-dev] Mesh Source Code ETA
On 10/22/10, Zabb65 zab...@gmail.com wrote: Looks like this does not need an answer now. Code is up. http://hg.secondlife.com/mesh-development/ \o/ Oh, lovely: /** * @filellphysicsshapebuilder.cpp * @brief Generic system to convert LL(Physics)VolumeParams to physics shapes * @author fal...@lindenlab.com * * $LicenseInfo:firstyear=2010license=internal$ * * Copyright (c) 2010, Linden Research, Inc. * * The following source code is PROPRIETARY AND CONFIDENTIAL. Use of * this source code is governed by the Linden Lab Source Code Disclosure * Agreement (Agreement) previously entered between you and Linden * Lab. By accessing, using, copying, modifying or distributing this * software, you acknowledge that you have been informed of your * obligations under the Agreement and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED AS IS. LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ I do wish organisations wouldn't do things like this... it's a real pain. ___ 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
Re: [opensource-dev] Mesh Source Code ETA
Theres even precedent for that kind of approach, where image decode is handled by kdu in the linden builds, but it falls back to jpeg2k if kdu isnt available. Indeed, the absence of a functionally equivalent fallback wherever code that is encumbered by proprietary licenses that restrict its opensource release is referenced is a severe blow to the entire snowstorm project, as it guarantees that any viewer built from source will never be feature-complete. Getting a working decomposer thats releasable ported in there should be a pretty high priority for the mesh project. I'd even go so far as to suggest that if proprietary code is to be used in a viewer feature, the availability of a functionally equivalent (doesnt have to perform as well, just has to work) source-releasable fallback should be a requirement for the introduction of the proprietary code to pass review. On 10/22/2010 04:12, Zabb65 wrote: I think this would be the most obvious way to add proper decomposition support back into the client, and allow for a full third party implementation. Bullet has a fairly basic decomposition engine, but it should work for what is being done, even if the results are not 100% idea, and possibly can be worked into snowstorm given sufficient time and testing. On Fri, Oct 22, 2010 at 05:03, Aidan Thorntonmakos...@gmail.com wrote: On 10/22/10, Zabb65zab...@gmail.com wrote: Looks like this does not need an answer now. Code is up. http://hg.secondlife.com/mesh-development/ \o/ Looks like convex decomposition support has been pulled. LLConvexDecomposition is a proprietary library based on Havok (TM) physics libraries. In its place, Linden Lab shares the code for LLConvexDecompositionStub, a stub version of the same library with no proprietary components. I'd suggest porting the convex decomposition code from something like (for example) Bullet instead might be a good idea. ___ 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 ___ 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
[opensource-dev] Mesh viewer source code
Sorry for the delay, there's been a few build and licensing issues that have cropped up recently that have made it difficult to get the source code published for the mesh viewer. That being said, the source is now public, at the following repository: http://hg.secondlife.com/mesh-development/ Please note that there are still some build errors on some platforms, but there have been a few requests that we release the source even before these issues are fixed. I'll be focusing on getting these errors fixed tomorrow, so if you encounter specific build issues, please let me know. There are a few new libraries that are linked into the viewer - the source code for these will be released soon. The new libraries are: glod - level of detail library we use for auto-generating different levels of detail. Based on this library: http://www.cs.jhu.edu/~graphics/GLOD/ We have some tweaks that make it work with our system, and will be releasing the source shortly. collada - we're wrapping the standard collada libs with some code that makes it work with our viewer. We'll be releasing the source to our modifications shortly. Convex decomposition stub - We're using havok to decompose meshes into multiple convex hulls in our official release. However, to support the development of a fully open-source solution, we're releasing the source code to the stub (non-functional) version of the library we're providing to compile the mesh viewer. This stub should have all the relevant information necessary to start development of a new convex decomposition library. We hope to have the source up shortly. I'm very interested personally in seeing a fully open-source convex decomposition library created to work with our mesh source code, so if anyone would like to get started on this, please let me know and I'll do what I can to support such an effort! Please note that the current state of the code isn't fully stable - initial builds have reported a linking issue on linux, and a crash on windows. I'll be working to resolve these issues ASAP, but if you have any specific information on how the build is breaking, please let me know! This will be our primary repository, so check back for updates and build fixes :) Thanks everyone for your patience on waiting for the code! -Nyx ___ 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
[opensource-dev] Building Alignment Tool by Qarl Fizz
This came out a couple of days ago. New World Notes covered it today, as I did. http://nalates.wordpress.com/2010/10/22/qarl-fizz-prim-alignment-tool/ In SL I use Prim Docker to do prim and texture alignment. I'm not sure Qarl's tool will replace prim docker for me, but it is a great start. I like Prim Docker but it is a bit awkward. Qarl's solution is much more elegant. Since the code is already written and working by a former Linden, will it be added to the SL Viewer? -- Nalates Urriah (SL AV) ___ 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
Re: [opensource-dev] As a content creator, I would like...
On Mon, Oct 18, 2010 at 11:42 AM, Zabb65 zab...@gmail.com wrote: The local script editing and local texture editing has already been done before and were implemented in phoenix. Scripting was done by Katharine and textures were done by Vaalith. Is there a patch available for local script and textures syncing with SL somewhere? Stickman ___ 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
Re: [opensource-dev] Mesh viewer source code
Library source code is now up as well! the repositories are listed below: http://bitbucket.org/lindenlab/glod http://bitbucket.org/lindenlab/colladadom http://bitbucket.org/lindenlab/llconvexdecompositionstub Let me know if there are any questions! -Nyx On 10/22/2010 11:43 AM, Nyx Linden wrote: Sorry for the delay, there's been a few build and licensing issues that have cropped up recently that have made it difficult to get the source code published for the mesh viewer. That being said, the source is now public, at the following repository: http://hg.secondlife.com/mesh-development/ Please note that there are still some build errors on some platforms, but there have been a few requests that we release the source even before these issues are fixed. I'll be focusing on getting these errors fixed tomorrow, so if you encounter specific build issues, please let me know. There are a few new libraries that are linked into the viewer - the source code for these will be released soon. The new libraries are: glod - level of detail library we use for auto-generating different levels of detail. Based on this library: http://www.cs.jhu.edu/~graphics/GLOD/ We have some tweaks that make it work with our system, and will be releasing the source shortly. collada - we're wrapping the standard collada libs with some code that makes it work with our viewer. We'll be releasing the source to our modifications shortly. Convex decomposition stub - We're using havok to decompose meshes into multiple convex hulls in our official release. However, to support the development of a fully open-source solution, we're releasing the source code to the stub (non-functional) version of the library we're providing to compile the mesh viewer. This stub should have all the relevant information necessary to start development of a new convex decomposition library. We hope to have the source up shortly. I'm very interested personally in seeing a fully open-source convex decomposition library created to work with our mesh source code, so if anyone would like to get started on this, please let me know and I'll do what I can to support such an effort! Please note that the current state of the code isn't fully stable - initial builds have reported a linking issue on linux, and a crash on windows. I'll be working to resolve these issues ASAP, but if you have any specific information on how the build is breaking, please let me know! This will be our primary repository, so check back for updates and build fixes :) Thanks everyone for your patience on waiting for the code! -Nyx ___ 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
[opensource-dev] (CTS-315) march choice for 64bit builds
Because SSE2 is now required anyway, -march=pentium4 is now passed for building lindenlab/mesh-development. Of course, this doesn't work for 64bit builds. (See CTS-315 https://jira.secondlife.com/browse/CTS-315.) What should march be set to for 64bit buids, if anything? Cheers, Boroondas ___ 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
Re: [opensource-dev] Mesh Source Code ETA
On Thu, Oct 21, 2010 at 08:56:32PM -0400, 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 That is not entirely true... You see, they link the webkit plugin statically with Qt code (LGPL), which demands that whatever the resulting code is, is GPL or LGPL. So, if they release a binary that includes a libmedia_plugin_gstreamer.so, which is linked statically with pure LGPL-ed code, then they are legally oblidged to provide the source code of libmedia_plugin_gstreamer.so. Now if LL decides to JUST provide the sources of that plugin lib, or just put the whole mesh repository that was used to compile it on the net, is entirely up to them, of course. -- Carlo Wood ca...@alinoe.com ___ 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
Re: [opensource-dev] (CTS-315) march choice for 64bit builds
Why is SSE2 required now? Sorry if I missed this. On Sat, Oct 23, 2010 at 03:08:26AM +0200, Boroondas Gupte wrote: Because SSE2 is now required anyway, -march=pentium4 is now passed for building lindenlab/mesh-development. Of course, this doesn't work for 64bit builds. (See CTS-315.) What should march be set to for 64bit buids, if anything? -- Carlo Wood ca...@alinoe.com ___ 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
Re: [opensource-dev] (CTS-315) march choice for 64bit builds
I assume that they probably used some SSE2 optimizations for the mesh code On Fri, Oct 22, 2010 at 9:23 PM, Carlo Wood ca...@alinoe.com wrote: Why is SSE2 required now? Sorry if I missed this. On Sat, Oct 23, 2010 at 03:08:26AM +0200, Boroondas Gupte wrote: Because SSE2 is now required anyway, -march=pentium4 is now passed for building lindenlab/mesh-development. Of course, this doesn't work for 64bit builds. (See CTS-315.) What should march be set to for 64bit buids, if anything? -- Carlo Wood ca...@alinoe.com ___ 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 ___ 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
Re: [opensource-dev] (CTS-315) march choice for 64bit builds
On Fri, Oct 22, 2010 at 6:08 PM, Boroondas Gupte slli...@boroon.dasgupta.ch wrote: Because SSE2 is now required anyway, -march=pentium4 is now passed for building lindenlab/mesh-development. Of course, this doesn't work for 64bit builds. (See CTS-315.) What should march be set to for 64bit buids, if anything? It should be using -mtune not -march. Unfortunately the original k8 cpus didn't support sse3 so pentium4 is still the best cpu type to use on a 64bit build. ___ 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