Re: [opensource-dev] feature suggestion: make doubleclick navigation more immersive

2012-09-24 Thread Oz Linden (Scott Lawrence)
On 2012-09-21 03:17 , Lance Corrimal wrote:
 Hi all!

 Here's a feature idea that I just had, and I thought I'd float it past here
 before I post a feature request on the jira.

 As a user I would like to see a third option for doubleclick navigation
 inworld: pathfinding - immersive

 With that option turned on, the viewer would determine if the point the user
 clicked on is within draw distance, and if so, use pathfinding navigate to
 to walk there. If the point was outside of drawdistance, the viewer would use
 whatever else the user had configured for normal doubleclick navigation (i.e.
 teleporting or go here).


We have considered whether or not to apply pathfinding movement to 
avatars, but so far have decided that it would too often produce 
non-intuitive results.   Avatars can go places that pathfinding 
creatures can't and the differences are not always obvious to users (for 
example, an avatar will step up over a level change that a pathfinding 
creature will not attempt).  This might often lead to users clicking on 
a point that seems easily accessible, but the avatar goes off in some 
entirely different direction (as the beginning of a circuitous path), or 
just fail to find a pathfinding route at all (this latter presents an 
additional problem of how to inform the user).

Personally. I've always wanted to be able to choose a series of 
waypoints manually... some games I've played let you do this by making 
'click' mean 'walk straight to here', and 'shift-click' mean 'add this 
as the next waypoint after the current end of my path'.


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[opensource-dev] JIRA VWR-29466

2012-09-24 Thread Kiptic ‌

Hi,

just wanted to mention that this bug was introduced in build 3.4.1.263189 and 
was not present in 3.4.1.262722.

I'll try finding the problem later.

/Kip

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