Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-09-02 Thread Nyx Linden
This is fixed internally in the ECC project branch. Once that merges 
into viewer-development (we have the same submission process for merging 
as you guys do!), I'll post here to ask everyone to test out the fix.

Thanks!

 -Nyx

Nyx Linden wrote:
 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
 wardrobe change.  New behavior makes outfit folders decidedly
 less fast/easy/fun to work with.

 On Aug 27, 2010, at 1:12 PM, Kadah wrote:

  
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 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, it
 only puts on the first attachment the viewer gets to.  Any
 additional ones are left un-worn, and must be added to the outfit
 manually, one at a time.
   
 I can verifiy this is the case with 2.1.2.208673. Made a new outfit 
 that
 has 2 tails, took everything off, did wear-replace with new outfit. Saw
 the first one pop on for a moment then replaced by the 2nd one a moment
 later. Wear-add had the same effect.

 Kinda defeats the purpose of 2's outfits if it don't work together with
 multi-attach :P

 Would be nice if I could also put on all items in a folder with
 multi-attach. Would be nice for those infrequently used collection of
 items that aren't associated to any one outfit.

 Its a little confusing now that add has different meanings on
 different items. Add on a single item attaches it without replace,
 add on a folder/outfit replaces existing on same points.
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-09-01 Thread Argent Stonecutter
On 2010-08-31, at 22:40, Glen Canaday wrote:
 Gamers like it broken like it is now, people who SOCIALIZE here (since
 SL is, in fact, *not* a game... ahem) like it broken the way it's
 historically been.

It wasn't broken historically: it was a prefs setting.

Also, gamers don't like it the way it is, seems like they want to completely 
lose the chat bar on hitting enter:

http://jira.secondlife.com/browse/VWR-18323

The current behavior doesn't work well for either camp.
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-09-01 Thread Sythos
On Wed, 01 Sep 2010 13:46:10 -0700
Kadah kadah.c...@gmail.com wrote:


 I prefer WASD movement, but the current method has a lot of focus
 control issues where enter doesn't always bring focus to the chat bar.
 I'm having to use the mouse all the time to do this.

I htink is better give as option to residents, a lot of ppl got crazy
without a fixed focus on chatbar...
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-31 Thread Argent Stonecutter
On 2010-08-30, at 15:39, Suz Dollar wrote:
 *cough* If the point of this is to make people *want* 2.x a lot of 
 nice tags that say 'to see me properly, use viewer 2.x... I have more 
 attachments than you do' might be a good way to go.

If I can't talk without jumping I'm not going to go to V2 no matter how many 
attachment points it has.
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-31 Thread Glen Canaday
Been over that and over that on the list. The only way to get that taken
care of is to fix it ourselves and have LL merge it in. I'd do it if I
were 'up to the task' but anyone who does do it just needs to remember
to have it set up as a pref setting.

Gamers like it broken like it is now, people who SOCIALIZE here (since
SL is, in fact, *not* a game... ahem) like it broken the way it's
historically been.

Either way, it's broken for someone. Just need the check box for b0rken
other way.

--GC

On Tue, 2010-08-31 at 12:24 +0200, Francesco Rabbi wrote:
 Il giorno 31/ago/2010, alle ore 12:11, Argent Stonecutter
 secret.arg...@gmail.com ha scritto:
 
  On 2010-08-30, at 15:39, Suz Dollar wrote:
  *cough* If the point of this is to make people *want* 2.x a lot of
  nice tags that say 'to see me properly, use viewer 2.x... I have more
  attachments than you do' might be a good way to go.
 
  If I can't talk without jumping I'm not going to go to V2 no matter how 
  many attachment points it has.
 
 
 Yes Focus should be fixed...
 
 
 


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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-30 Thread Suz Dollar
*cough* If the point of this is to make people *want* 2.x a lot of 
nice tags that say 'to see me properly, use viewer 2.x... I have more 
attachments than you do' might be a good way to go. *cough*  Ok, a bit 
snarky, but seriously, if we HIDE the COOL stuff, where's the fire to 
get people over the pain of a UI transition and into using the new 
viewer and all it has to offer? I know we still have problems, but 
things like this and the alpha clothing layers should be helping entice 
people to work around those issues til fixed.

Charlene Trudeau

Marine Kelley wrote:
 Hello all,

 I am currently working at integrating the RLV code into the latest 
 2.1.2 viewer in viewer-development. Some users might have noticed 
 that the MultipleAttachments debug setting was set to FALSE by 
 default in order to stay compatible with 1.x, because 1.x users cannot 
 see attachments worn on slots 1 and beyond, only slot 0 is rendered. 
 So the feature is still rather useless because since most of the users 
 are still using 1.x, multiple attachments are to be avoided. However 
 having the option to choose whether to activate it or not was a good 
 idea. I even added a checkbox in the navbar to set it to TRUE or FALSE 
 in one click without having to open the debug settings (but that 
 version is not released).

 And now what I'm seeing in the latest version worries me. The 
 MultipleAttachments debug setting is gone ! The viewer behaves as if 
 it were always TRUE. On the paper it makes sense, since 2.x is 
 supposed to handle multiple attachments natively and the sims have 
 been updated to 1.40 (and now 1.42) almost only for this reason. 
 But... this is actually counter-productive because now someone who 
 tries 2.1 will soon discover that most of their attachments are not 
 showing to their friends. And that they require more steps to change 
 an outfit than before, because they now have to explicitely remove 
 attachments before wearing new ones.

 For a viewer that has a lot of difficulties being adopted by the user 
 base, isn't this move a little backwards ? Why not set 
 MultipleAttachments to TRUE by default and let the user choose in the 
 preferences or in the navbar as I did ?

 I for one would very much like to see the MultipleAttachments debug 
 setting come back and stay !

 Marine
 

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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-30 Thread Kadah
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On 8/30/2010 1:39 PM, Suz Dollar wrote:
 If the point of this is to make people *want* 2.x a lot of 
 nice tags that say 'to see me properly, use viewer 2.x... I have more 
 attachments than you do' might be a good way to go.

It worked for Emerald.
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-30 Thread Sythos
On Mon, 30 Aug 2010 13:44:04 -0700
Kadah kadah.c...@gmail.com wrote:

  If the point of this is to make people *want* 2.x a lot of 
  nice tags that say 'to see me properly, use viewer 2.x... I have
  more attachments than you do' might be a good way to go.
 
 It worked for Emerald.

Emerald use a tweaked code+xml, only an emerald see correctly another
emerald user... now there is a standard, already used by a lot of
non-linden viewers (is why i'm staring EM blog waiting for the right
release than stop to see fuzzy attachments fly around sims XD)

and no, attachments are a bit feature of emerald, the most is the
radar, a lot of ppl can save lag using builtin radar in place of a
laggy hud...

for sl2 cannot work, why if somebody say you use [only_one_viewer]
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-30 Thread Alexandrea Fride
The way emerald works and others is no good solution couse as you sayd you 
can only see it with those viewers AND it dosent even work for hud objects,

how viewer 2 works now is it do works accross all viewers AND it works for 
hud objects

and as for the radar thing, Kristens viewer already added sort of that to 
(and thats on viewer 2)
and couse allot of people saying viewer 2 sucks couse they miss the things 
in emerald
YET emerald refuses to work on viewer 2 (WHY) if evreyone dont like it 
start working on it! and make it bether thats what opensource should be, and 
not refuse to work on couse you dont like it.

annyway sorry for hijacking this treath but get 100 of mails so one more 
dont mather -.-


 On Mon, 30 Aug 2010 13:44:04 -0700
 Kadah kadah.c...@gmail.com wrote:

  If the point of this is to make people *want* 2.x a lot of
  nice tags that say 'to see me properly, use viewer 2.x... I have
  more attachments than you do' might be a good way to go.

 It worked for Emerald.

 Emerald use a tweaked code+xml, only an emerald see correctly another
 emerald user... now there is a standard, already used by a lot of
 non-linden viewers (is why i'm staring EM blog waiting for the right
 release than stop to see fuzzy attachments fly around sims XD)

 and no, attachments are a bit feature of emerald, the most is the
 radar, a lot of ppl can save lag using builtin radar in place of a
 laggy hud...

 for sl2 cannot work, why if somebody say you use [only_one_viewer] 

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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-30 Thread Sythos
On Mon, 30 Aug 2010 23:15:17 +0200
Alexandrea Fride babytje...@live.com wrote:

 The way emerald works and others is no good solution couse as you
 sayd you can only see it with those viewers AND it dosent even work
 for hud objects,
 
 how viewer 2 works now is it do works accross all viewers AND it
 works for hud objects
 
 and as for the radar thing, Kristens viewer already added sort of
 that to (and thats on viewer 2)
 and couse allot of people saying viewer 2 sucks couse they miss the
 things in emerald
 YET emerald refuses to work on viewer 2 (WHY) if evreyone dont
 like it start working on it! and make it bether thats what opensource
 should be, and not refuse to work on couse you dont like it.
 
 annyway sorry for hijacking this treath but get 100 of mails so one
 more dont mather -.-

i think is only proudness while somebody say is the MY viewer, till
few time ago there are few solutions, but now in snowstorm project
things are quite different, now all this can be a real opensource
community, in place to create dozens of *SAME* viewer (same core, same
main features) with few addons all people can throw patches in same
pot (i know i'm a dreamer) so maybe a day we can have a amazing rocking
viewer, with the solid core from LL, a friendly interface with
granular parameters setup like emerald, with floatings and dockable tabs
and sidebar like kirsten, with a clean code like in imprudence and a
cross platform know-how addicted by a lot of developers with specific
skills in each OS
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-30 Thread Kadah
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On 8/30/2010 2:04 PM, Altair Sythos Memo wrote:
 On Mon, 30 Aug 2010 13:44:04 -0700
 Kadah kadah.c...@gmail.com wrote:
 
 If the point of this is to make people *want* 2.x a lot of 
 nice tags that say 'to see me properly, use viewer 2.x... I have
 more attachments than you do' might be a good way to go.

 It worked for Emerald.
 
 Emerald use a tweaked code+xml, only an emerald see correctly another
 emerald user... now there is a standard, already used by a lot of
 non-linden viewers (is why i'm staring EM blog waiting for the right
 release than stop to see fuzzy attachments fly around sims XD)
 
 and no, attachments are a bit feature of emerald, the most is the
 radar, a lot of ppl can save lag using builtin radar in place of a
 laggy hud...
 
 for sl2 cannot work, why if somebody say you use [only_one_viewer]

I know that a lot of people switched to emerald just because of the
multi-attachment hack. It wasn't a good solution to the problem but LL
took so long to do anything about adding new attachment points that this
ended up be norm for a good portion of the grid.

Emerald's multi-attachment works by using the modified avatar_lad.xml (I
think it was based off the one from VWR-489) to duplicate all the
existing points on to unused upper attachment point IDs. This messes
with scripts as the attachment point isn't defined serverside and
requires other users to have the same modified avatar_lad in order not
to see the attachments on these points just floating randomly where the
avatar first rezed for that users.

LL *finally* delivered their solution for more attachment points. They
essentially added slots to each attachment point, the actual number of
slots is unknown to me, but it seems to be greater than 2. Attach one
thing and it goes to the first slot, add a second thing to your
appearance that uses the same attachment point and its pushes the first
item, and any others also there, back a slot.

I mention that it pushing the others back cause non-2.x viewers will
only see the last added thing, the top most slot. As far as I know
without testing it again, if they remove the top most item on a
attachment point, 1.x viewers will see nothing on that point, the items
the lower slots do not move back up when the first is removed.

While this is not perfect and 1.x viewers will not see attachment on the
higher slots, this is a bit nicer than some random clothing floating
around. And its likely someone will backport it.
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-30 Thread David Couchenour
  On 8/30/2010 3:04 PM, Altair Sythos Memo wrote:
 On Mon, 30 Aug 2010 13:44:04 -0700
 Kadahkadah.c...@gmail.com  wrote:

 If the point of this is to make people *want* 2.x a lot of
 nice tags that say 'to see me properly, use viewer 2.x... I have
 more attachments than you do' might be a good way to go.
 It worked for Emerald.
 Emerald use a tweaked code+xml, only an emerald see correctly another
 emerald user...snip

Someone can edit and add the additional attachment points to the 
avatar_lad.xml file for the other viewer(s). I've done this for the 
2.1.2 viewer and it seems to work. Note that you can't simply copy the 
avatar_lad.xml from Emerald to 2.x.

This way a 2.x viewer can see the Emerald attachments correctly, and 
still have use of the newer multi-attachment feature too. Essentially 
making it backwards compatible with Emerald, but Emerald still cannot 
see the newer attachments.

---

As an avatar builder I intend to start stating which features/viewers my 
avatars are designed to be compatible with. This may lower my business 
since there will be viewers my avatars will not be compatible with, but 
I also cannot wait several months for Emerald and other third party 
viewers to catch up to the official viewer's capabilities.

Gosh... Wasn't too long ago I would have said that Emerald was much more 
advanced than the official viewer... Now it's flipped around for me.

- Obsidian Stormwind
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-30 Thread Dave Booth
  On 8/30/2010 19:38, David Couchenour wrote
 Someone can edit and add the additional attachment points to the
 avatar_lad.xml file for the other viewer(s). I've done this for the
 2.1.2 viewer and it seems to work. Note that you can't simply copy the
 avatar_lad.xml from Emerald to 2.x.

 This way a 2.x viewer can see the Emerald attachments correctly, and
 still have use of the newer multi-attachment feature too. Essentially
 making it backwards compatible with Emerald, but Emerald still cannot
 see the newer attachments.

I disagree. The proper way to implement multiattach is to recognize a 
list and render them all..  everyone that was using Emeralds ugly hack 
needs a backwards compatible kludge that isnt ever going to be forwards 
compatible. So to equip viewer 2 with the kludgy emerald attachment 
points would be to bake the kludge into the mainstream and we dont want 
that. I would suggest instead the following user story... As a user who 
has become familiar with the TPV extensions to avatar_lad.xml I want the 
official viewer to recognize those hacked additions and silently 
convert them to multiattach-compatible additions to the attachment list 
on the appropriate point.
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-27 Thread Aleric Inglewood
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.
* Allow users to change the bits for each of their objects, even no-modify ones.
* If a user 'wears' (or adds, which becomes redundant) a new
attachment, then remove those attachments that have
  one or more of the same bits set. In other words, at any time one
can only have one object attached at a given
  position with any given bit set.

Suppose you think that 8 bits are enough, then the following holds:

*  = old 'wear' behavior: replaces everything else.
*  = 'add' behavior: is added, replaces nothing.
* 0001 = (for example): assign default meaning 'jacket' for chest
attachments (jacket collars and hoodies).
* 0010 = (for example): assign default meaning 'shirt' for chest
attachments (shirt collars).
* 0100 = (for example): assign default meaning 'necklace' for
chest attachments.
and so on.

This allows users to make groups of attachments that are mutually exclusive,
but having up till 8 classes that can be worn at the same time on the same
attachment point.

Personally I think that those bits also should be added to normal wearables,
so that it is possible to have attachments being removed when you wear
a new shirt (ie, a shirt without a collar should remove all existing
shirt-collars,
or wearing a penis could automatically remove underwear and pants and
visa versa, Linden shoes could remove prim shoes, etc, all user customizable
for his/her own attachments; the default naming would be just a hint to
make things work reasonable after just having bought it).

I'm not sure, but I think that having eight classes per attachment points
should be enough, so adding a single byte to every object should be
enough.

On Thu, Aug 26, 2010 at 10:43 PM, Nyx Linden n...@lindenlab.com wrote:
 however, so if you have suggestions for better ways of exposing the
 functionality, please do let us know!
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-27 Thread Aleric Inglewood
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. Adding the bits will just open up a whole scala of control over
how your attachments replace other attachments (and clothing?).

On Fri, Aug 27, 2010 at 2:20 PM, Francesco Rabbi syt...@gmail.com wrote:
 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 possibilities only increase, as I just explained. You can
still add anything in every way possible. I specifically said
that each user should be able to change the bits of objects
even if those objects are no modify. You can always just
set all bits to 0, then you can wear anything and everything
at the same time.

 The solution is resident side: outfits folders, may be interesting
 mark boxes or vendors to create automatically outfit folders maybe

Lets look at your example. I added comment on the right.

 Example:
 -outfit naked
 Hair   --- Head attachament
 SHAPE NO bits (or all 0)
 Skin NO bits (or all 0)
 Genitalia   --- Pelvis attachment

 -outfit sport
 All above but genitalia
 Jeans--- covers genitalia
 Shirt
 Shirt collar --- Chest attachment
 Necklace   --- Chest attachment
 Shoes   --- Feet attachments

Ok, so a user could set the same bit on the Genitalia object
as on the pants. Then they would become mutual exclusive,
which is what you want apparently (and which makes sense
since pants cover genitalia. Pants that don't should just NOT
set that bit).

Assuming that it looks good if you wear the necklace and
the shirt collar at the same time: put them in different classes
so they won't replace each other when worn.

 replace outfit should revert from to other, without got creators crazy

replace outfit is an entirely different thing than wear attachment/clothing.
The usual meaning is that EVERYTHING is removed and then things in
the folder are added.

 If a vendor or box can be enganced with outfit (over buy content and buy 
 copy)

I think daily outfit management by the users is more important
than the urge to control how and what the users wear by vendors.
If things bought by users don't work out of the box, then they will have to
manually remove a few things, just like now. But at least they'll be able
to automate that and not have to worry about having the add and remove
attachments/clothing EVERY time, when wearing stuff from inventory.

Any change to wearing a new outfit that is in a just-bought box is
orthogonal to my proposal.

 ( all this marked with a giant IMHO)

 --
 Sent by iPhone

 Il giorno 27/ago/2010, alle ore 14:11, Aleric Inglewood
 aleric.inglew...@gmail.com ha scritto:

 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.
 * Allow users to change the bits for each of their objects, even no-modify 
 ones.
 * If a user 'wears' (or adds, which becomes redundant) a new
 attachment, then remove those attachments that have
  one or more of the same bits set. In other words, at any time one
 can only have one object attached at a given
  position with any given bit set.

 Suppose you think that 8 bits are enough, then the following holds:

 *  = old 'wear' behavior: replaces everything else.
 *  = 'add' behavior: is added, replaces nothing.
 * 0001 = (for example): assign default meaning 'jacket' for chest
 attachments (jacket collars and hoodies).
 * 0010 = (for example): assign default meaning 'shirt' for chest
 attachments (shirt collars).
 * 0100 = (for example): assign default meaning 'necklace' for
 chest attachments.
 and so on.

 This allows users to make groups of attachments that are mutually exclusive,
 but having up till 8 classes that can be worn at the same time on the same
 attachment point.

 Personally I think that those bits also should be added to normal wearables,
 so that it is possible to have attachments being removed when you wear
 a new shirt (ie, a shirt without a collar should remove all existing
 shirt-collars,
 or wearing a penis could automatically remove underwear and pants and
 visa versa, Linden shoes could remove prim shoes, etc, all user customizable
 for his/her own attachments; the default naming would be just a hint to
 make things work reasonable after just having bought it).

 I'm not sure, but I think that having eight classes per attachment points
 should be enough, so adding a 

Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-27 Thread Francesco Rabbi
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 use outfits folders, without overload viewers
with code than limit residents creativity in outfit composing.

If i want wear me undie ON my jeans i must be free to do it :)

-- 
Sent by iPhone

Il giorno 27/ago/2010, alle ore 14:48, Aleric Inglewood
aleric.inglew...@gmail.com ha scritto:

 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. Adding the bits will just open up a whole scala of control over
 how your attachments replace other attachments (and clothing?).

 On Fri, Aug 27, 2010 at 2:20 PM, Francesco Rabbi syt...@gmail.com wrote:
 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 possibilities only increase, as I just explained. You can
 still add anything in every way possible. I specifically said
 that each user should be able to change the bits of objects
 even if those objects are no modify. You can always just
 set all bits to 0, then you can wear anything and everything
 at the same time.

 The solution is resident side: outfits folders, may be interesting
 mark boxes or vendors to create automatically outfit folders maybe

 Lets look at your example. I added comment on the right.

 Example:
 -outfit naked
 Hair   --- Head attachament
 SHAPE NO bits (or all 0)
 Skin NO bits (or all 0)
 Genitalia   --- Pelvis attachment

 -outfit sport
 All above but genitalia
 Jeans--- covers genitalia
 Shirt
 Shirt collar --- Chest attachment
 Necklace   --- Chest attachment
 Shoes   --- Feet attachments

 Ok, so a user could set the same bit on the Genitalia object
 as on the pants. Then they would become mutual exclusive,
 which is what you want apparently (and which makes sense
 since pants cover genitalia. Pants that don't should just NOT
 set that bit).

 Assuming that it looks good if you wear the necklace and
 the shirt collar at the same time: put them in different classes
 so they won't replace each other when worn.

 replace outfit should revert from to other, without got creators crazy

 replace outfit is an entirely different thing than wear 
 attachment/clothing.
 The usual meaning is that EVERYTHING is removed and then things in
 the folder are added.

 If a vendor or box can be enganced with outfit (over buy content and buy 
 copy)

 I think daily outfit management by the users is more important
 than the urge to control how and what the users wear by vendors.
 If things bought by users don't work out of the box, then they will have to
 manually remove a few things, just like now. But at least they'll be able
 to automate that and not have to worry about having the add and remove
 attachments/clothing EVERY time, when wearing stuff from inventory.

 Any change to wearing a new outfit that is in a just-bought box is
 orthogonal to my proposal.

 ( all this marked with a giant IMHO)

 --
 Sent by iPhone

 Il giorno 27/ago/2010, alle ore 14:11, Aleric Inglewood
 aleric.inglew...@gmail.com ha scritto:

 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.
 * Allow users to change the bits for each of their objects, even no-modify 
 ones.
 * If a user 'wears' (or adds, which becomes redundant) a new
 attachment, then remove those attachments that have
  one or more of the same bits set. In other words, at any time one
 can only have one object attached at a given
  position with any given bit set.

 Suppose you think that 8 bits are enough, then the following holds:

 *  = old 'wear' behavior: replaces everything else.
 *  = 'add' behavior: is added, replaces nothing.
 * 0001 = (for example): assign default meaning 'jacket' for chest
 attachments (jacket collars and hoodies).
 * 0010 = (for example): assign default meaning 'shirt' for chest
 attachments (shirt collars).
 * 0100 = (for example): assign default meaning 'necklace' for
 chest attachments.
 and so on.

 This allows users to make groups of attachments that are mutually exclusive,
 but having up till 8 classes that can be worn at the same time on the same
 attachment point.

 

Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-27 Thread Tony Dodd
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. 

 -Original Message-
 From: opensource-dev-boun...@lists.secondlife.com 
 [mailto:opensource-dev-boun...@lists.secondlife.com] On 
 Behalf Of Francesco Rabbi
 Sent: 27 August 2010 13:57
 To: Aleric Inglewood
 Cc: opensource-dev
 Subject: Re: [opensource-dev] Removal of the 
 MultipleAttachments debug settings ?
 
 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 use outfits folders, without overload viewers with 
 code than limit residents creativity in outfit composing.
 
 If i want wear me undie ON my jeans i must be free to do it :)
 
 --
 Sent by iPhone
 
 Il giorno 27/ago/2010, alle ore 14:48, Aleric Inglewood 
 aleric.inglew...@gmail.com ha scritto:
 
  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. Adding the bits will just open up a whole scala 
 of control 
  over how your attachments replace other attachments (and clothing?).
 
  On Fri, Aug 27, 2010 at 2:20 PM, Francesco Rabbi 
 syt...@gmail.com wrote:
  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 possibilities only increase, as I just explained. You can still 
  add anything in every way possible. I specifically said 
 that each user 
  should be able to change the bits of objects even if those 
 objects are 
  no modify. You can always just set all bits to 0, then you can wear 
  anything and everything at the same time.
 
  The solution is resident side: outfits folders, may be interesting 
  mark boxes or vendors to create automatically outfit folders maybe
 
  Lets look at your example. I added comment on the right.
 
  Example:
  -outfit naked
  Hair   --- Head attachament
  SHAPE NO bits (or all 0)
  Skin NO bits (or all 0)
  Genitalia   --- Pelvis attachment
 
  -outfit sport
  All above but genitalia
  Jeans--- covers genitalia
  Shirt
  Shirt collar --- Chest attachment
  Necklace   --- Chest attachment
  Shoes   --- Feet attachments
 
  Ok, so a user could set the same bit on the Genitalia 
 object as on the 
  pants. Then they would become mutual exclusive, which is 
 what you want 
  apparently (and which makes sense since pants cover 
 genitalia. Pants 
  that don't should just NOT set that bit).
 
  Assuming that it looks good if you wear the necklace and the shirt 
  collar at the same time: put them in different classes so 
 they won't 
  replace each other when worn.
 
  replace outfit should revert from to other, without got creators 
  crazy
 
  replace outfit is an entirely different thing than wear 
 attachment/clothing.
  The usual meaning is that EVERYTHING is removed and then 
 things in the 
  folder are added.
 
  If a vendor or box can be enganced with outfit (over buy content 
  and buy copy)
 
  I think daily outfit management by the users is more important than 
  the urge to control how and what the users wear by vendors.
  If things bought by users don't work out of the box, then they will 
  have to manually remove a few things, just like now. But at least 
  they'll be able to automate that and not have to worry about having 
  the add and remove attachments/clothing EVERY time, when 
 wearing stuff from inventory.
 
  Any change to wearing a new outfit that is in a just-bought box is 
  orthogonal to my proposal.
 
  ( all this marked with a giant IMHO)
 
  --
  Sent by iPhone
 
  Il giorno 27/ago/2010, alle ore 14:11, Aleric Inglewood 
  aleric.inglew...@gmail.com ha scritto:
 
  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.
  * Allow users to change the bits for each of their 
 objects, even no-modify ones.
  * If a user 'wears' (or adds, which becomes redundant) a new 
  attachment, then remove those attachments that have  one 
 or more of 
  the same bits set. In other words

Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-27 Thread Trilo Byte
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, and must be added to the outfit
manually, one at a time.

On Aug 27, 2010, at 5:11 AM, Aleric Inglewood wrote:

 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.
 * Allow users to change the bits for each of their objects, even no-modify 
 ones.
 * If a user 'wears' (or adds, which becomes redundant) a new
 attachment, then remove those attachments that have
  one or more of the same bits set. In other words, at any time one
 can only have one object attached at a given
  position with any given bit set.
 
 Suppose you think that 8 bits are enough, then the following holds:
 
 *  = old 'wear' behavior: replaces everything else.
 *  = 'add' behavior: is added, replaces nothing.
 * 0001 = (for example): assign default meaning 'jacket' for chest
 attachments (jacket collars and hoodies).
 * 0010 = (for example): assign default meaning 'shirt' for chest
 attachments (shirt collars).
 * 0100 = (for example): assign default meaning 'necklace' for
 chest attachments.
 and so on.
 
 This allows users to make groups of attachments that are mutually exclusive,
 but having up till 8 classes that can be worn at the same time on the same
 attachment point.
 
 Personally I think that those bits also should be added to normal wearables,
 so that it is possible to have attachments being removed when you wear
 a new shirt (ie, a shirt without a collar should remove all existing
 shirt-collars,
 or wearing a penis could automatically remove underwear and pants and
 visa versa, Linden shoes could remove prim shoes, etc, all user customizable
 for his/her own attachments; the default naming would be just a hint to
 make things work reasonable after just having bought it).
 
 I'm not sure, but I think that having eight classes per attachment points
 should be enough, so adding a single byte to every object should be
 enough.
 
 On Thu, Aug 26, 2010 at 10:43 PM, Nyx Linden n...@lindenlab.com wrote:
 however, so if you have suggestions for better ways of exposing the
 functionality, please do let us know!

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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-27 Thread Trilo Byte
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 Aug 27, 2010, at 1:12 PM, Kadah wrote:

 -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, it
 only puts on the first attachment the viewer gets to.  Any
 additional ones are left un-worn, and must be added to the outfit
 manually, one at a time.
 
 I can verifiy this is the case with 2.1.2.208673. Made a new outfit that
 has 2 tails, took everything off, did wear-replace with new outfit. Saw
 the first one pop on for a moment then replaced by the 2nd one a moment
 later. Wear-add had the same effect.
 
 Kinda defeats the purpose of 2's outfits if it don't work together with
 multi-attach :P
 
 Would be nice if I could also put on all items in a folder with
 multi-attach. Would be nice for those infrequently used collection of
 items that aren't associated to any one outfit.
 
 Its a little confusing now that add has different meanings on
 different items. Add on a single item attaches it without replace,
 add on a folder/outfit replaces existing on same points.
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-27 Thread Nyx Linden
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
 wardrobe change.  New behavior makes outfit folders decidedly
 less fast/easy/fun to work with.

 On Aug 27, 2010, at 1:12 PM, Kadah wrote:

   
 -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, it
 only puts on the first attachment the viewer gets to.  Any
 additional ones are left un-worn, and must be added to the outfit
 manually, one at a time.
   
 I can verifiy this is the case with 2.1.2.208673. Made a new outfit that
 has 2 tails, took everything off, did wear-replace with new outfit. Saw
 the first one pop on for a moment then replaced by the 2nd one a moment
 later. Wear-add had the same effect.

 Kinda defeats the purpose of 2's outfits if it don't work together with
 multi-attach :P

 Would be nice if I could also put on all items in a folder with
 multi-attach. Would be nice for those infrequently used collection of
 items that aren't associated to any one outfit.

 Its a little confusing now that add has different meanings on
 different items. Add on a single item attaches it without replace,
 add on a folder/outfit replaces existing on same points.
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.10 (MingW32)
 Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-27 Thread Sythos
On Fri, 27 Aug 2010 17:39:38 -0400
Nyx Linden n...@lindenlab.com 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?
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-27 Thread Kadah
-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-21002
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Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-26 Thread Sythos
On Thu, 26 Aug 2010 21:06:53 +0100
Aidan Thornton makos...@gmail.com wrote:


  I for one would very much like to see the MultipleAttachments debug
  setting come back and stay !
 
  i use multiple attachments, quite all users (but not emerald neither
  imprudence) see them correctly, all kirsten viewers (on kirsten is
  enabled by default on last 2 builds) rezz them fine, both SL2 users
  (if they don't turn TRUE the debug options too, they say...)
 
 So in other words, exactly what Marine Kelley said - they only show up
 properly for users of Viewer 2 or a third-party viewer based on it.
 That's quite a lot of Second Life users who won't be able to see some
 attachments you're wearing in an unpredictable fashion.

with my bad eng i was trying to confirm... XD
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-26 Thread Trilo Byte
Trying to confirm the change (and how attachments look/don't look to 1.x 
clients), and am finding that in 2.1.2 (298569) multiple attachments just 
appears to be broken.  I don't see a debug setting, I'm not finding a 
preference option, and the feature is definitely not working in-world.  Putting 
on a belt is taking off coat-tails, and vice-versa.

TriloByte Zanzibar

On Aug 26, 2010, at 12:45 PM, Marine Kelley wrote:

 Hello all,
 
 I am currently working at integrating the RLV code into the latest 2.1.2 
 viewer in viewer-development. Some users might have noticed that the 
 MultipleAttachments debug setting was set to FALSE by default in order to 
 stay compatible with 1.x, because 1.x users cannot see attachments worn on 
 slots 1 and beyond, only slot 0 is rendered. So the feature is still rather 
 useless because since most of the users are still using 1.x, multiple 
 attachments are to be avoided. However having the option to choose whether to 
 activate it or not was a good idea. I even added a checkbox in the navbar to 
 set it to TRUE or FALSE in one click without having to open the debug 
 settings (but that version is not released).
 
 And now what I'm seeing in the latest version worries me. The 
 MultipleAttachments debug setting is gone ! The viewer behaves as if it were 
 always TRUE. On the paper it makes sense, since 2.x is supposed to handle 
 multiple attachments natively and the sims have been updated to 1.40 (and now 
 1.42) almost only for this reason. But... this is actually counter-productive 
 because now someone who tries 2.1 will soon discover that most of their 
 attachments are not showing to their friends. And that they require more 
 steps to change an outfit than before, because they now have to explicitely 
 remove attachments before wearing new ones.
 
 For a viewer that has a lot of difficulties being adopted by the user base, 
 isn't this move a little backwards ? Why not set MultipleAttachments to TRUE 
 by default and let the user choose in the preferences or in the navbar as I 
 did ?
 
 I for one would very much like to see the MultipleAttachments debug setting 
 come back and stay !
 
 Marine
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-26 Thread Nyx Linden
MultipleAttachments was a debug setting we were using for testing 
multi-attachments internally because we didn't have sufficient UI for 
specifying what happened when you went to wear an item on your avatar. 
To be clear, the setting MultipleAttachments affected the wear 
option for attachments as follows:

FALSE:
When set to false, any time you wear an attachment, it would 
replace all attachments at that point. If you're wearing three things on 
your head, and you wear something on your head, all three will be 
replaced with the new attachment. Result: you're wearing a single 
attachment on your head.

TRUE:
When set to true, any time you wear an attachment, it would ignore 
whatever attachments were at that point and add the attachment onto 
that point. For example, if you're wearing three attachments on your 
head and you wear something new, you will end up with four things on 
your head.

We've removed the debug setting as we've implemented this 
functionality directly in the user interface, making the debug setting 
completely unnecessary. With the latest code if you wear an attachment 
on your head, it will act as if MultipleAttachments was set to FALSE - 
it will replace everything else on your head.

We have a new option in the UI which we've labeled add - which 
will act as if MultipleAttachments is TRUE - that is it will add the 
attachment to the attachment point, without removing the existing 
attachments.

With both of these options being available through the UI, there is 
no need for the debug option anymore. If you don't want to use 
multi-attachments, all you need to do is make sure you use the wear 
option instead of the add option. If this is not working as I've 
described, then let us know as we have some bugs to fix :)

Let me know if this clarifies things.

 -Nyx


Marine Kelley wrote:
 Hello all,

 I am currently working at integrating the RLV code into the latest 
 2.1.2 viewer in viewer-development. Some users might have noticed 
 that the MultipleAttachments debug setting was set to FALSE by 
 default in order to stay compatible with 1.x, because 1.x users cannot 
 see attachments worn on slots 1 and beyond, only slot 0 is rendered. 
 So the feature is still rather useless because since most of the users 
 are still using 1.x, multiple attachments are to be avoided. However 
 having the option to choose whether to activate it or not was a good 
 idea. I even added a checkbox in the navbar to set it to TRUE or FALSE 
 in one click without having to open the debug settings (but that 
 version is not released).

 And now what I'm seeing in the latest version worries me. The 
 MultipleAttachments debug setting is gone ! The viewer behaves as if 
 it were always TRUE. On the paper it makes sense, since 2.x is 
 supposed to handle multiple attachments natively and the sims have 
 been updated to 1.40 (and now 1.42) almost only for this reason. 
 But... this is actually counter-productive because now someone who 
 tries 2.1 will soon discover that most of their attachments are not 
 showing to their friends. And that they require more steps to change 
 an outfit than before, because they now have to explicitely remove 
 attachments before wearing new ones.

 For a viewer that has a lot of difficulties being adopted by the user 
 base, isn't this move a little backwards ? Why not set 
 MultipleAttachments to TRUE by default and let the user choose in the 
 preferences or in the navbar as I did ?

 I for one would very much like to see the MultipleAttachments debug 
 setting come back and stay !

 Marine
 

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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-26 Thread Trilo Byte
My mistake, then.  When I performed the same action to wear an item as
I had in previous builds and got the unexpected/unwanted result, and 
saw that the debug option was gone, I thought it had broken (like 
anti-aliasing did in the latest build).

When this viewer gets released. it would be helpful if this change in 
behavior was blogged and documented.  I think it makes a lot of sense,
but double-clicking on an item or right-clicking and choosing 'wear' is 
what I imagine most people would do.

Trilo

On Aug 26, 2010, at 1:24 PM, Nyx Linden wrote:

MultipleAttachments was a debug setting we were using for testing 
 multi-attachments internally because we didn't have sufficient UI for 
 specifying what happened when you went to wear an item on your avatar. 
 To be clear, the setting MultipleAttachments affected the wear 
 option for attachments as follows:
 
 FALSE:
When set to false, any time you wear an attachment, it would 
 replace all attachments at that point. If you're wearing three things on 
 your head, and you wear something on your head, all three will be 
 replaced with the new attachment. Result: you're wearing a single 
 attachment on your head.
 
 TRUE:
When set to true, any time you wear an attachment, it would ignore 
 whatever attachments were at that point and add the attachment onto 
 that point. For example, if you're wearing three attachments on your 
 head and you wear something new, you will end up with four things on 
 your head.
 
We've removed the debug setting as we've implemented this 
 functionality directly in the user interface, making the debug setting 
 completely unnecessary. With the latest code if you wear an attachment 
 on your head, it will act as if MultipleAttachments was set to FALSE - 
 it will replace everything else on your head.
 
We have a new option in the UI which we've labeled add - which 
 will act as if MultipleAttachments is TRUE - that is it will add the 
 attachment to the attachment point, without removing the existing 
 attachments.
 
With both of these options being available through the UI, there is 
 no need for the debug option anymore. If you don't want to use 
 multi-attachments, all you need to do is make sure you use the wear 
 option instead of the add option. If this is not working as I've 
 described, then let us know as we have some bugs to fix :)
 
 Let me know if this clarifies things.
 
 -Nyx
 
 
 Marine Kelley wrote:
 Hello all,
 
 I am currently working at integrating the RLV code into the latest 
 2.1.2 viewer in viewer-development. Some users might have noticed 
 that the MultipleAttachments debug setting was set to FALSE by 
 default in order to stay compatible with 1.x, because 1.x users cannot 
 see attachments worn on slots 1 and beyond, only slot 0 is rendered. 
 So the feature is still rather useless because since most of the users 
 are still using 1.x, multiple attachments are to be avoided. However 
 having the option to choose whether to activate it or not was a good 
 idea. I even added a checkbox in the navbar to set it to TRUE or FALSE 
 in one click without having to open the debug settings (but that 
 version is not released).
 
 And now what I'm seeing in the latest version worries me. The 
 MultipleAttachments debug setting is gone ! The viewer behaves as if 
 it were always TRUE. On the paper it makes sense, since 2.x is 
 supposed to handle multiple attachments natively and the sims have 
 been updated to 1.40 (and now 1.42) almost only for this reason. 
 But... this is actually counter-productive because now someone who 
 tries 2.1 will soon discover that most of their attachments are not 
 showing to their friends. And that they require more steps to change 
 an outfit than before, because they now have to explicitely remove 
 attachments before wearing new ones.
 
 For a viewer that has a lot of difficulties being adopted by the user 
 base, isn't this move a little backwards ? Why not set 
 MultipleAttachments to TRUE by default and let the user choose in the 
 preferences or in the navbar as I did ?
 
 I for one would very much like to see the MultipleAttachments debug 
 setting come back and stay !
 
 Marine
 
 
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 privileges
 
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-26 Thread Nyx Linden
Correct, that is what most people will do, and that's why we wanted to 
keep the behavior of double click / wear to be consistent with how the 
functionality worked in 1.23.X, as that's what most people are used to 
those functions doing.

Since multi-wearables is a new feature, using the new functionality 
warranted using a new right click menu option.

We'd like to keep things consistent for old users and offer new 
functionality for those who would like to take advantage of it. Its a 
fairly simple implementation for the UI for controlling multiwearables, 
however, so if you have suggestions for better ways of exposing the 
functionality, please do let us know!

 -Nyx

Trilo Byte wrote:
 My mistake, then.  When I performed the same action to wear an item as
 I had in previous builds and got the unexpected/unwanted result, and 
 saw that the debug option was gone, I thought it had broken (like 
 anti-aliasing did in the latest build).

 When this viewer gets released. it would be helpful if this change in 
 behavior was blogged and documented.  I think it makes a lot of sense,
 but double-clicking on an item or right-clicking and choosing 'wear' is 
 what I imagine most people would do.

 Trilo

 On Aug 26, 2010, at 1:24 PM, Nyx Linden wrote:

   
MultipleAttachments was a debug setting we were using for testing 
 multi-attachments internally because we didn't have sufficient UI for 
 specifying what happened when you went to wear an item on your avatar. 
 To be clear, the setting MultipleAttachments affected the wear 
 option for attachments as follows:

 FALSE:
When set to false, any time you wear an attachment, it would 
 replace all attachments at that point. If you're wearing three things on 
 your head, and you wear something on your head, all three will be 
 replaced with the new attachment. Result: you're wearing a single 
 attachment on your head.

 TRUE:
When set to true, any time you wear an attachment, it would ignore 
 whatever attachments were at that point and add the attachment onto 
 that point. For example, if you're wearing three attachments on your 
 head and you wear something new, you will end up with four things on 
 your head.

We've removed the debug setting as we've implemented this 
 functionality directly in the user interface, making the debug setting 
 completely unnecessary. With the latest code if you wear an attachment 
 on your head, it will act as if MultipleAttachments was set to FALSE - 
 it will replace everything else on your head.

We have a new option in the UI which we've labeled add - which 
 will act as if MultipleAttachments is TRUE - that is it will add the 
 attachment to the attachment point, without removing the existing 
 attachments.

With both of these options being available through the UI, there is 
 no need for the debug option anymore. If you don't want to use 
 multi-attachments, all you need to do is make sure you use the wear 
 option instead of the add option. If this is not working as I've 
 described, then let us know as we have some bugs to fix :)

 Let me know if this clarifies things.

 -Nyx


 Marine Kelley wrote:
 
 Hello all,

 I am currently working at integrating the RLV code into the latest 
 2.1.2 viewer in viewer-development. Some users might have noticed 
 that the MultipleAttachments debug setting was set to FALSE by 
 default in order to stay compatible with 1.x, because 1.x users cannot 
 see attachments worn on slots 1 and beyond, only slot 0 is rendered. 
 So the feature is still rather useless because since most of the users 
 are still using 1.x, multiple attachments are to be avoided. However 
 having the option to choose whether to activate it or not was a good 
 idea. I even added a checkbox in the navbar to set it to TRUE or FALSE 
 in one click without having to open the debug settings (but that 
 version is not released).

 And now what I'm seeing in the latest version worries me. The 
 MultipleAttachments debug setting is gone ! The viewer behaves as if 
 it were always TRUE. On the paper it makes sense, since 2.x is 
 supposed to handle multiple attachments natively and the sims have 
 been updated to 1.40 (and now 1.42) almost only for this reason. 
 But... this is actually counter-productive because now someone who 
 tries 2.1 will soon discover that most of their attachments are not 
 showing to their friends. And that they require more steps to change 
 an outfit than before, because they now have to explicitely remove 
 attachments before wearing new ones.

 For a viewer that has a lot of difficulties being adopted by the user 
 base, isn't this move a little backwards ? Why not set 
 MultipleAttachments to TRUE by default and let the user choose in the 
 preferences or in the navbar as I did ?

 I for one would very much like to see the MultipleAttachments debug 
 setting come back and stay !

 Marine
 

 

Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-26 Thread Marine Kelley
I understand, it makes sense, thanks for your reply Nyx. I did see the Add
option on 2.1.0 along with MultipleAttachments there too so I assumed both
were needed for some reason (this debug setting was used in a few places in
the code).


On 26 August 2010 22:43, Nyx Linden n...@lindenlab.com wrote:

 Correct, that is what most people will do, and that's why we wanted to
 keep the behavior of double click / wear to be consistent with how the
 functionality worked in 1.23.X, as that's what most people are used to
 those functions doing.

 Since multi-wearables is a new feature, using the new functionality
 warranted using a new right click menu option.

 We'd like to keep things consistent for old users and offer new
 functionality for those who would like to take advantage of it. Its a
 fairly simple implementation for the UI for controlling multiwearables,
 however, so if you have suggestions for better ways of exposing the
 functionality, please do let us know!

  -Nyx

 Trilo Byte wrote:
  My mistake, then.  When I performed the same action to wear an item as
  I had in previous builds and got the unexpected/unwanted result, and
  saw that the debug option was gone, I thought it had broken (like
  anti-aliasing did in the latest build).
 
  When this viewer gets released. it would be helpful if this change in
  behavior was blogged and documented.  I think it makes a lot of sense,
  but double-clicking on an item or right-clicking and choosing 'wear' is
  what I imagine most people would do.
 
  Trilo
 
  On Aug 26, 2010, at 1:24 PM, Nyx Linden wrote:
 
 
 MultipleAttachments was a debug setting we were using for testing
  multi-attachments internally because we didn't have sufficient UI for
  specifying what happened when you went to wear an item on your avatar.
  To be clear, the setting MultipleAttachments affected the wear
  option for attachments as follows:
 
  FALSE:
 When set to false, any time you wear an attachment, it would
  replace all attachments at that point. If you're wearing three things on
  your head, and you wear something on your head, all three will be
  replaced with the new attachment. Result: you're wearing a single
  attachment on your head.
 
  TRUE:
 When set to true, any time you wear an attachment, it would ignore
  whatever attachments were at that point and add the attachment onto
  that point. For example, if you're wearing three attachments on your
  head and you wear something new, you will end up with four things on
  your head.
 
 We've removed the debug setting as we've implemented this
  functionality directly in the user interface, making the debug setting
  completely unnecessary. With the latest code if you wear an attachment
  on your head, it will act as if MultipleAttachments was set to FALSE -
  it will replace everything else on your head.
 
 We have a new option in the UI which we've labeled add - which
  will act as if MultipleAttachments is TRUE - that is it will add the
  attachment to the attachment point, without removing the existing
  attachments.
 
 With both of these options being available through the UI, there is
  no need for the debug option anymore. If you don't want to use
  multi-attachments, all you need to do is make sure you use the wear
  option instead of the add option. If this is not working as I've
  described, then let us know as we have some bugs to fix :)
 
  Let me know if this clarifies things.
 
  -Nyx
 
 
  Marine Kelley wrote:
 
  Hello all,
 
  I am currently working at integrating the RLV code into the latest
  2.1.2 viewer in viewer-development. Some users might have noticed
  that the MultipleAttachments debug setting was set to FALSE by
  default in order to stay compatible with 1.x, because 1.x users cannot
  see attachments worn on slots 1 and beyond, only slot 0 is rendered.
  So the feature is still rather useless because since most of the users
  are still using 1.x, multiple attachments are to be avoided. However
  having the option to choose whether to activate it or not was a good
  idea. I even added a checkbox in the navbar to set it to TRUE or FALSE
  in one click without having to open the debug settings (but that
  version is not released).
 
  And now what I'm seeing in the latest version worries me. The
  MultipleAttachments debug setting is gone ! The viewer behaves as if
  it were always TRUE. On the paper it makes sense, since 2.x is
  supposed to handle multiple attachments natively and the sims have
  been updated to 1.40 (and now 1.42) almost only for this reason.
  But... this is actually counter-productive because now someone who
  tries 2.1 will soon discover that most of their attachments are not
  showing to their friends. And that they require more steps to change
  an outfit than before, because they now have to explicitely remove
  attachments before wearing new ones.
 
  For a viewer that has a lot of difficulties being adopted by the user
  base, isn't this move a 

Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-26 Thread Marine Kelley
I'd like to chime in and say that this happens to me often as well.
Attachments are worn twice on relog, approx. once a day. Since the
attachments I'm wearing usually say things with llOwnerSay and I see them
say their messages twice, I do know this is not only a viewer-side problem.
I have never observed this with 1.23, only with 2.1.

Soft is aware of this issue, and confirmed seeing the double-rezzing in the
logs of my sim at the time I indicated.


On 26 August 2010 22:30, Altair Sythos syt...@gmail.com wrote:

 On Thu, 26 Aug 2010 16:24:08 -0400
 Nyx Linden n...@lindenlab.com wrote:


  Let me know if this clarifies things.

 yeah
 i'm on Second Life 2.1.2 (208569) Aug 26 2010 05:22:24 (Second Life
 Development) now, it work as you said, just noticed something weird and
 tryiong to reproduce:
 if i crash when relog all attachments are weared double time, like the
 dirty logoff don't detach items.

 I dunno how logoff/login work, i *SUPPOSE* debug warn during logoff
 acvatar destructor take current outfit and store somewhere on
 asset, during login last saved current outfit is worn.

 maybe is better if saved current outfit replace what worn during
 login, so if crashed nothing boudle is worn...

 somebody who know better and deeper the code can hint me about?

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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-26 Thread Dave Booth
  On 8/26/2010 15:54, Marine Kelley wrote:
 I understand, it makes sense, thanks for your reply Nyx. I did see the 
 Add option on 2.1.0 along with MultipleAttachments there too so I 
 assumed both were needed for some reason (this debug setting was used 
 in a few places in the code).


So, Marine, I'm guessing theres going to be a new UI element in the next 
RLV release  - a checkbox that toggles the behaviour of the force-attach 
option between wear and add. Either that or you've got the pain of 
revising the API yet again and having @attach:folder=force do a wear 
and @attach:folder=forceadd do an add - along with a note that for 
backwards compatibility, any viewer that doesnt implement add must treat 
forceadd as equivalent to force, just to spread the pain down to the 
other folks that implement it  :)
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-26 Thread Brian McGroarty
There were some fixes in 1.42 that dealt with a related MultipleAttachments
issue, and should have addressed the more general case.

If anyone encounters this while logging in with an account where you've
crashed or logged out today or later, would you please follow up with me in
direct email? If you include the time and location at which you logged in,
as well as what the item names were, and which attachment point they were
on, it will help tremendously. Also, let me know if you flipped between 2.x
and 1.x viewers in those sessions - anything out of the ordinary could be
relevant.

On Thu, Aug 26, 2010 at 2:37 PM, Marine Kelley marinekel...@gmail.comwrote:

 I'd like to chime in and say that this happens to me often as well.
 Attachments are worn twice on relog, approx. once a day. Since the
 attachments I'm wearing usually say things with llOwnerSay and I see them
 say their messages twice, I do know this is not only a viewer-side problem.
 I have never observed this with 1.23, only with 2.1.

 Soft is aware of this issue, and confirmed seeing the double-rezzing in the
 logs of my sim at the time I indicated.



 On 26 August 2010 22:30, Altair Sythos syt...@gmail.com wrote:

 On Thu, 26 Aug 2010 16:24:08 -0400
 Nyx Linden n...@lindenlab.com wrote:


  Let me know if this clarifies things.

 yeah
 i'm on Second Life 2.1.2 (208569) Aug 26 2010 05:22:24 (Second Life
 Development) now, it work as you said, just noticed something weird and
 tryiong to reproduce:
 if i crash when relog all attachments are weared double time, like the
 dirty logoff don't detach items.

 I dunno how logoff/login work, i *SUPPOSE* debug warn during logoff
 acvatar destructor take current outfit and store somewhere on
 asset, during login last saved current outfit is worn.

 maybe is better if saved current outfit replace what worn during
 login, so if crashed nothing boudle is worn...

 somebody who know better and deeper the code can hint me about?



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 http://wiki.secondlife.com/wiki/OpenSource-Dev
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 privileges




-- 
Brian McGroarty | Linden Lab
Sent from my Newton MP2100 via acoustic coupler
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Re: [opensource-dev] Removal of the MultipleAttachments debug settings ?

2010-08-26 Thread Francesco Rabbi
I think may be more usefull add all you asked in the jira opened about
multiattachments double worn :)

-- 
Sent by iPhone

Il giorno 27/ago/2010, alle ore 00:50, Brian McGroarty s...@lindenlab.com
ha scritto:

There were some fixes in 1.42 that dealt with a related MultipleAttachments
issue, and should have addressed the more general case.

If anyone encounters this while logging in with an account where you've
crashed or logged out today or later, would you please follow up with me in
direct email? If you include the time and location at which you logged in,
as well as what the item names were, and which attachment point they were
on, it will help tremendously. Also, let me know if you flipped between 2.x
and 1.x viewers in those sessions - anything out of the ordinary could be
relevant.

On Thu, Aug 26, 2010 at 2:37 PM, Marine Kelley marinekel...@gmail.comwrote:

 I'd like to chime in and say that this happens to me often as well.
 Attachments are worn twice on relog, approx. once a day. Since the
 attachments I'm wearing usually say things with llOwnerSay and I see them
 say their messages twice, I do know this is not only a viewer-side problem.
 I have never observed this with 1.23, only with 2.1.

 Soft is aware of this issue, and confirmed seeing the double-rezzing in the
 logs of my sim at the time I indicated.



 On 26 August 2010 22:30, Altair Sythos syt...@gmail.com wrote:

 On Thu, 26 Aug 2010 16:24:08 -0400
 Nyx Linden n...@lindenlab.com wrote:


  Let me know if this clarifies things.

 yeah
 i'm on Second Life 2.1.2 (208569) Aug 26 2010 05:22:24 (Second Life
 Development) now, it work as you said, just noticed something weird and
 tryiong to reproduce:
 if i crash when relog all attachments are weared double time, like the
 dirty logoff don't detach items.

 I dunno how logoff/login work, i *SUPPOSE* debug warn during logoff
 acvatar destructor take current outfit and store somewhere on
 asset, during login last saved current outfit is worn.

 maybe is better if saved current outfit replace what worn during
 login, so if crashed nothing boudle is worn...

 somebody who know better and deeper the code can hint me about?



 ___
 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




-- 
Brian McGroarty | Linden Lab
Sent from my Newton MP2100 via acoustic coupler
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