Re: [sldev] List rename?

2010-02-02 Thread Ambrosia
It's not exclusively about Snowglobe. With OpenSimDev around..hmh. OSVDev could be a good name. On Wed, Feb 3, 2010 at 06:51, Ryan McDougall wrote: > How about snowglobe-dev, as there are other people making > SL-compatible viewers as well. > > Cheers, > __

Re: [sldev] Script/Parcel/Memory Limits - Memory Limit Configuration

2009-12-17 Thread Ambrosia
Or, as I mentioned, the parcel object bonus has an influence on a script memory bonus, that would work similiar the parcel bonus does. Dependant on total land mass person X owns in the sim. The parcel can hold more objects/Memory than it normally could, but it can't go above the total objects/Memor

Re: [sldev] Script/Parcel/Memory Limits - Memory Limit Configuration

2009-12-17 Thread Ambrosia
But in your example, the script uses the max of the sim til the avatar comes in. The script will crash, as the avatar takes his own share of memory, and the script suddenly has less than it actually uses (not what it -could- use but doesn't). Scripts -will- be able to check available memory, that

Re: [sldev] Script/Parcel/Memory Limits - Memory Limit Configuration

2009-12-17 Thread Ambrosia
And the script instantly crashes because suddenly it holds more data than it can when the avatar enters the sim? The alternative would be for the script to keep the memory it uses..but that would defeat the purpose of script limits, as now the sim would use up more memory than the 300mb it is suppo

Re: [sldev] Script/Parcel/Memory Limits - Memory Limit Configuration

2009-12-17 Thread Ambrosia
P.S. no, this increased memory count was supposed to only apply to LSL scripts, as they want to ultimately fade them out. Mono scripts will have their actual memory usage counted when it comes to the limits On Thu, Dec 17, 2009 at 15:30, Ambrosia wrote: > The idea of this was mentioned alre

Re: [sldev] Script/Parcel/Memory Limits - Memory Limit Configuration

2009-12-17 Thread Ambrosia
The idea of this was mentioned already in an office hour from earlier this year. 64-128k was the mentioned amount there. As for the other items..Babbage is approachable, I don't think they are off the table. What I would personally suggest is to simply directly tie the memory limit multiplier to t

Re: [sldev] Script/Parcel/Memory Limits - Memory Limit Configuration

2009-12-17 Thread Ambrosia
Just to make a few things clear about memory limits and how they work: * 300mb will be divided between land and avatars in each sim. Fixed size per avatar, and per square meter. * Each avatar will have their own memory pool for attachments * Each parcel will have its own memory pool depending on i

Re: [sldev] Asset Optimizations

2009-10-23 Thread Ambrosia
On Fri, Oct 23, 2009 at 12:12, Stickman wrote: > Is it possible to see the "size" of an asset? Size may exist in > various forms, such as "in memory" size, "on disk" size, and > "bandwidth used." Are textures stored in memory in a compressed state, > or do they have a a byte per pixel? Naturally

Re: [sldev] RFC: design proposal for VWR-1071

2009-07-15 Thread Ambrosia
And another thing to add, if the passwords are supposed to be binary encoded, one can use http://en.wikipedia.org/wiki/Base64 to store this encrypted binary data in a text-safe manner. ___ Policies and (un)subscribe information available here: http://wi

Re: [sldev] RFC: design proposal for VWR-1071

2009-07-15 Thread Ambrosia
On Wed, Jul 15, 2009 at 13:31, Ambrosia wrote: > A note here, > > Additionally, storing the data outside the normal custom settings.xml means that the client'd have no set amount of alt login information it could store. 1, 5, 10, 20. An alt_info.xml that gets loaded on startup in

Re: [sldev] RFC: design proposal for VWR-1071

2009-07-15 Thread Ambrosia
A note here, I strongly, -strongly- suggest against reading and storing the alt information in the normal custom user settings. Remember, any options that any other client one might use does not know about get removed from the custom settings.xml, on start of said client. Simply store the alt ac

Re: [sldev] Rendering Limits

2009-06-18 Thread Ambrosia
Thank you, Stickman. Some people don't seem to have any idea that while SL lacks many 'special effects' of modern games, it has vertexes/trianglecounts that make some other games look very very pale in comparison. Not that this is necessarily a good thing, mind you. It is partially a reason why SL

Re: [sldev] 1.23 perceptions - help us out here

2009-06-18 Thread Ambrosia
I have two bugs in mind that I consider to be affecting the general populance, and being noticable by even new users. They'd be the occasional rendering of avatar parts as transparent (in some cases across half the face :P), pie menu failing on non-prim avatar parts at times. I guess I can start s

Re: [sldev] Rendering Limits

2009-06-18 Thread Ambrosia
This is news to me as well. Rendering limits? Which? I personally have not noticed anything that I might recognize as a new rendering limit? On Wed, Jun 17, 2009 at 16:02, Harleen Gretzky wrote: > Can you elaborate on what the new rendering limits are? > > > On Wed, Jun 17, 2009 at 9:35 AM, Kent Q

Re: [sldev] Numbers on 32-bit vs 64-bit Linux deskop adoption

2009-06-11 Thread Ambrosia
I'm not quite sure the viewer will ever effectively take advantage of 64bit systems. It's just not a piece of software that -can- take an effective advantage, unless exept maybe things like 64bit integers and such. Which actually also can be done in 32bit software, ironically, and I doubt the ram u

Re: [sldev] [HELP] C++ newbie needs help with first compilation

2009-06-02 Thread Ambrosia
Personally I have given up on boost hell and VS express 2008 a while ago. It just was too frustrating, too kludgy-hacky, and the fixes on the wiki just brought up new errors. VS 2005 worked, as usual, flawlessy, as does the Linux build. Given that VS Express 2005 isn't even offered for download an

Re: [sldev] A thought on how to lower resources used by sensors

2009-05-18 Thread Ambrosia
All in all I think, a function to return all avatar keys in the sim falls into the exact same category as the proposed functions to enhance llSetPos() with a new function that works in the whole rezspace: People already achieve those effects. With workarounds, client modifications, massive paralle

Re: [sldev] A thought on how to lower resources used by sensors

2009-05-18 Thread Ambrosia
On Mon, May 18, 2009 at 04:16, Nexii Malthus wrote: > I think rather than keeping the problem on the LSL side, it would be more > suitable for being a viewer-side feature entirely that replaced the > necessity of such silly HUDs and Gadgets. Finally removing the source of the > problem alltogether

Re: [sldev] would this help with increasing the apparent number of light sources at all?

2009-05-11 Thread Ambrosia
You can use it without shadows, that's the beauty. Once RenderUseFBO and RenderDeferred are enabled, simply deactiavate RenderSunShdaows(?). I think that was the debug param. And voila, you have the deferred renderer without any shadowing. I however don't know if shadow calculations aren't still go

Re: [sldev] VS2008: Compile error

2009-05-05 Thread Ambrosia
Hi there! Have you installed Cygwin? if so, when you installed it, did you check 'Yacc' and 'Bison' under the 'Development' category of packages? If you did so, did you install Cygwin under C:\cygwin? The project file uses it as the default location for bison and yacc, last I checked, tho I think

Re: [sldev] Vivox and Kakadu licensing issues.

2009-04-30 Thread Ambrosia
On Thu, Apr 30, 2009 at 15:06, Thomas Grimshaw wrote: > Roll on VideoLAN. :) It's about time we integrated a player that didn't > suck. > > ~T > Seriously. On a note, with the FLOSS exception not including the licenses for Quicktime, FMOD and Vivox..I sense a massive oversight on part of LL here

Re: [sldev] Vivox and Kakadu licensing issues.

2009-04-30 Thread Ambrosia
, Ambrosia wrote: > Quote: > > 'The viewer is licensed under the GPLv2 with an additional FLOSS > exception. This FLOSS exception allows linking to GPL-incompatible > libraries.' > > On Thu, Apr 30, 2009 at 14:25, Argent Stonecutter > wrote: >> >> On 20

Re: [sldev] Vivox and Kakadu licensing issues.

2009-04-30 Thread Ambrosia
Quote: 'The viewer is licensed under the GPLv2 with an additional FLOSS exception. This FLOSS exception allows linking to GPL-incompatible libraries.' On Thu, Apr 30, 2009 at 14:25, Argent Stonecutter wrote: > > On 2009-04-30, at 04:37, Ambrosia wrote: >> I just re

Re: [sldev] Vivox and Kakadu licensing issues.

2009-04-30 Thread Ambrosia
> Be a little careful of quicktime, on Macs its part of the operating > system/standard distribution so linking against is fine under the GPL, > on windows its certainly not part of the operating system so your in > danger of GPL issues here right away on on mac platforms. I just realized that we'

Re: [sldev] Vivox and Kakadu licensing issues.

2009-04-30 Thread Ambrosia
On Thu, Apr 30, 2009 at 11:05, Ambrosia wrote: > That's what the LGPL is for, unless I'm mistaken Note: Actually I am mistaken. LGPL allows a LGPL'd library to be linked to a proprietary app, not vice versa. ___ Policies and (un)sub

Re: [sldev] Vivox and Kakadu licensing issues.

2009-04-30 Thread Ambrosia
> Be a little careful of quicktime, on Macs its part of the operating > system/standard distribution so linking against is fine under the GPL, > on windows its certainly not part of the operating system so your in > danger of GPL issues here right away on on mac platforms. > > Robin > Hmh. From wh

Re: [sldev] Vivox and Kakadu licensing issues.

2009-04-29 Thread Ambrosia
On Tue, Apr 28, 2009 at 05:59, Tateru Nino wrote: > Also: distribution with Quicktime support, FMOD, the art assets, the fonts. > (I believe I know the correct answer to the latter two - but we may as well > get it all clarified in one go, right?) > > Have we missed any pieces? I think those, alo

[sldev] Vivox and Kakadu licensing issues.

2009-04-24 Thread Ambrosia
Greetings! This hasn't let go of me all day, and I hope to find some enlightenment here about the issue. As often repeated, and stated on the wiki (by a third party), the lib Kakadu and the Vivox components of the SL viewer can not be freely distributed in 3rd party clients. Now, an issue with a

Re: [sldev] AppendedAcks

2009-04-03 Thread Ambrosia
> > Indeed, I was referring to the latter. The former is what EBML might > be a  candidate for. > Then again, EBML is not as flexible. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the polici

Re: [sldev] AppendedAcks

2009-04-03 Thread Ambrosia
> I think you're confusing LLSD[1] with the Binary UDP Message System[2]. >  Different things for different use cases. > > [1] http://wiki.secondlife.com/wiki/LLSD > [2] https://wiki.secondlife.com/wiki/Protocol#Binary_UDP > Indeed, I was referring to the latter. The former is what EBML might be a

Re: [sldev] AppendedAcks

2009-04-03 Thread Ambrosia
> There's been much discussion on the MMOX mailing list about LLSD vs google > protocol buffers. > > I'm not sure that the rejection was concerning that particular form of > serialization or merely concerns > about insisting that we use that particular way of describing the > on-the-wire protocol.

Re: [sldev] AppendedAcks

2009-04-02 Thread Ambrosia
Speaking of saving bytes, it was mentioned on this list a longer time ago, and for some reason rejected: The idea of using Google Protocol Buffers instead of the currently rather unflexible implementation of LLSD. http://code.google.com/intl/de-DE/apis/protocolbuffers/ The protocol buffers serve

[sldev] Can anybody reproduce this trunk bug..?

2009-03-24 Thread Ambrosia
Greetings, I was wondering, before I file a JIRA, can anybody confirm and/or reproduce the following bug with the 1.23 trunk code: * Take a notecard that contains an embedded object. Not a texture, not a script, but an actual object. * Try to take said object out of the notecard. My observation is

Re: [sldev] Help with setting up Shadow Build

2009-03-05 Thread Ambrosia
Vector: see the file doc/asset_urls.txt in there are URLs to the artwork and libs you need to add. On Fri, Mar 6, 2009 at 07:36, Vector Hastings wrote: > Thanks for everyone's help! > > The new tarball seems to fix that problem, now I'm onto umpteen of these: > > "CMake Error: Cannot find sourc

Re: [sldev] Complete standalone trunk building script for Debian Lenny

2009-03-05 Thread Ambrosia
There, I added a check for 'ubuntu' in /etc/issue. If present, it attempts to automatically use sudo instead of su - -c Script link is the same. :3 ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please r

Re: [sldev] Complete standalone trunk building script for Debian Lenny

2009-03-05 Thread Ambrosia
Yes, I'm aware, hence why I mentioned replacing it with sudo and removing the '&& exit' in the comments. Theoretically the script could just check /etc/issue for Ubuntuness or Debian. On Thu, Mar 5, 2009 at 18:39, Glen Canaday wrote: > > Nice. Trying it out now. > > Ubuntu has root disabled by de

[sldev] Complete standalone trunk building script for Debian Lenny

2009-03-05 Thread Ambrosia
Greetings SLDEViants! I made a bash script that compiles a standalone 1.23 trunk build on Apt/dpkg based systems. It's tested on Debian Lenny, and takes care of everything, getting packages (Including the toolchain and subversion), downloading the trunk, adding fixes and 3rd party libraries, befo

Re: [sldev] Help with setting up Shadow Build

2009-03-05 Thread Ambrosia
n 2.5 might cause some messages when running develop.py, but say it -should- run fine. Try grabbing the GL package manually, comment it out, and see if you get MD5 errors on the other libraries as well. On Thu, Mar 5, 2009 at 11:05, Ambrosia wrote: > On Thu, Mar 5, 2009 at 10:59, Vector Hasting

Re: [sldev] Help with setting up Shadow Build

2009-03-05 Thread Ambrosia
On Thu, Mar 5, 2009 at 10:59, Vector Hastings wrote: > I'm attaching the full log below, but seems like I'm stuck on: > > "RuntimeError: Error matching md5 for > http://s3.amazonaws.com/viewer-source-downloads/install_pkgs/GL-windows-2008 > 0613.tar.bz2" > > I don't know much about this, but looks

Re: [sldev] libexpat

2009-03-05 Thread Ambrosia
On Thu, Mar 5, 2009 at 09:24, Ricky wrote: > FYI: I fairly closely follow the build directions I posted on my user page > at http://wiki.secondlife.com/wiki/User:Cron_Stardust   the only exception > to this is that I've disabled a patch and had to tweak a source file due to > a bad #if or three...

Re: [sldev] Help with setting up Shadow Build

2009-03-04 Thread Ambrosia
Open up the debug settings, and search for RenderShadowClipPlanes(?) Put in values like 50 150 300 and you will find the distance at which shadows show to be increased, be aware tho that they might be a little more rough up close. The other settings I tinkered with, but in the end left at the def

Re: [sldev] Help with setting up Shadow Build

2009-03-04 Thread Ambrosia
Hokay, first off, don't grab the shadow-draft-2 branch. Grab normal trunk instead. The shadow code got merged into it, and it's basically the base for the 1.23 viewer. Any further changes in the shadow code will probably take place in that one. After doing so, just run the python configure -G VC80

Re: [sldev] shadow-draft problem

2009-02-23 Thread Ambrosia
No, the shadow codce is in trunk, not viewer_1-22. But, I'd not worry...the compile steps for trunk are the very same as for the viewer_1.22 branch, so the wiki 1.22 steps apply to it. I've successfully built the trunk under Microsoft Visial Express 2005 now. On Tue, Feb 24, 2009 at 03:49, Vector

Re: [sldev] shadow-draft problem

2009-02-23 Thread Ambrosia
Exactly :> Thanks for the explaination of that one! On Mon, Feb 23, 2009 at 13:11, Robin Cornelius wrote: > On Mon, Feb 23, 2009 at 7:32 AM, Ambrosia wrote: >> Greetings Vector, >> >> To my knowledge, shadows are now in the trunk branch, so you might >> want to tr

[sldev] 1.23 trunk: Cannot parse avatar_skeleton.xml

2009-02-22 Thread Ambrosia
Greetings everybody, I just filed a JIRA on an XML parsing error in the current 1.23 trunk, and was wondering if anybody else encountered the error; See https://jira.secondlife.com/browse/VWR-12161 This started to happen after the latest big update introducing the merger of the shadow branch fil

Re: [sldev] shadow-draft problem

2009-02-22 Thread Ambrosia
Greetings Vector, To my knowledge, shadows are now in the trunk branch, so you might want to try and compile that one. For me it worked with the latest lldkdu.dll, tho at least under windows, it seems to have trouble with parsing the avatar_skeleton.xml. I wonder if anybody else gets that issue. C

Re: [sldev] Script to client channel.

2009-02-16 Thread Ambrosia
The main issue with enhanced lsl-to-client communication, like in RestrainedLife that was mentioned as an example, is.. The change of behavior runs deep. RestrainedLife is not about the UI, but direct client behavior for all sorts of things. All effects and behavior that one'd want to be executed

Re: [sldev] How to run built viewer binary outside Visual Studio

2009-02-04 Thread Ambrosia
Joy: Make a new folder, somewhere. Copy the contents of your build-vc90/release/* (or debug, or relwithdeb) folder into that one. The only exception are the secondlife-bin.* files aside of the .exe, you don't necessarily need those. Also put the following files from the indra/newview/ folder in:

Re: [sldev] Re: building from src: Can't find settings_files.xml

2009-02-03 Thread Ambrosia
les.xml > > Not in any build directory. > > > On Mon, Feb 2, 2009 at 12:21 PM, Lear Cale wrote: >> >> Thanks, Ambrosia :) >> >> ALL_BUILD was the default project. I changed it to secondlife-bin. >> >> In properties for secondlife-bin, I don'

Re: [sldev] Re: building from src: Can't find settings_files.xml

2009-02-02 Thread Ambrosia
Lear: When trying to start the client from the MSVC, do these steps first: Right click the secondlife-bin project, and set it as the startup project. Then go into the project properties, and set \indra\build-VC80\release\ (or debug, or relwithdeb) as the working directory. then try again. Basica

Re: [sldev] This is no Place for a Rant!

2009-02-02 Thread Ambrosia
The shadow branch has recently been merged into main-render-11. As for healthy inventory sizes, I have a 12k inventory, and haven't had any issues in over a year. I know it can strike anytime from what I heard, but it's just my experience. On Mon, Feb 2, 2009 at 17:16, Nik Radford wrote: > Lol,

Re: [sldev] DirectX - feasible to replace?

2009-02-02 Thread Ambrosia
>From the experimentations of a friend with the viewer I can say that, yes, DirectX only handles the vram detection and joystick handling in the viewer. Of course the latter could be a big deal, as I suppose the Space Navigator ties directly into that. Removal of the DirectX dependency is easy enou

Re: [sldev] built 1.21.6 - how do I run it?

2009-01-28 Thread Ambrosia
On Wed, Jan 28, 2009 at 16:32, Anna Gulaev wrote: > Ambrosia wrote: >> >> indra/build-*/newview/release/ <- everything in that folder > > That folder contains the incremental linker file and the debug database. Do > I need those? Seems to run without them, though I di

Re: [sldev] built 1.21.6 - how do I run it?

2009-01-28 Thread Ambrosia
On a note, you don't need to copy all folders along with the .txt files from the indra/newview folder. 'app_settings', 'fonts', 'character' and 'skins' suffice. To sum it up: indra/build-*/newview/release/ <- everything in that folder. might be 'relwithdebinfo' or 'debug' instead of release. bui

Re: [sldev] OpenAL clients and MP3 streams...

2009-01-27 Thread Ambrosia
> On Tue, Jan 27, 2009 at 01:27:51AM +0100, Ambrosia wrote: >> Well, consider it then tested and failing ;) >> >> As I said, the debug console shows no issue. It, for all intents and >> purposes tells: >> >> "LLAudioEngine::startInternetStream: >>

Re: [sldev] OpenAL clients and MP3 streams...

2009-01-26 Thread Ambrosia
eaming audio > implementation from the media manager, which on Linux is > GStreamer and on Win32 and OSX should be QuickTime, but I don't > think the latter has has been formally tested. > > Ambrosia wrote: >> Interesting. >> >> Is GStreamer now a requirement fo

Re: [sldev] OpenAL clients and MP3 streams...

2009-01-26 Thread Ambrosia
gt; Dana Fagerstrom wrote: >> Not sure this is your problem but check your viewer log and make sure >> you have a GStreamer mp3 decoder installed. In the log and without the >> decoder, GST will report that it can't find an appropriate plug-in. >> >> D >> >&

[sldev] OpenAL clients and MP3 streams...

2009-01-26 Thread Ambrosia
Greetings SlDeviants! ;P This is a request to those who might have compiled clients successfully with OpenAL and have then running. I've run into a peculiar issue: Audio streams based on the MP3 file format will seemingly not play. Debug shows a successful run of "LLAudioEngine::startInternetStre

Re: [sldev] Regarding VWR-2427, expanding obj. inventory within agent inventroy

2009-01-19 Thread Ambrosia
That would mean alot of internal change, as the object's scripts should not run in this case. No on_rez, no triggering, and such. We're talking about a huge effort here, and IMO LL already has their hands full on various issues. However, there's a small pet project for you. If you don't mind the s

Re: [sldev] [HELP] What files to exclude/modify for a distributable SL client?

2008-12-18 Thread Ambrosia
Make sure not to ship llkdu.dll, the 'fonts' folder, the fmod files, and the vivox/voice dlls. In 1.22, fmod can be replaced with openAL, which is free to use and distribute, and the fonts (3 .ttf files) should in my opinion be replaced with open sourced/open commons versions. That would, in the e

Re: [sldev] [HELP] How do I create an installer/setup file?

2008-12-04 Thread Ambrosia
On Thu, Dec 4, 2008 at 10:50, karen.chow <[EMAIL PROTECTED]> wrote: > Hi, > > > > I have made some changes to the SL viewer source code and successfully > compiled it using Visual C++ 2005 Express Edition. I have followed the wiki > to compile my code, and I have built it using RelWithDebInfo, and

[sldev] Re: Missing OpenAL Library files after trunk update.

2008-12-03 Thread Ambrosia
-bin project despite being compiled with OpenAL. On Wed, Dec 3, 2008 at 20:12, Ambrosia <[EMAIL PROTECTED]> wrote: > Sorry, I have to correct myself. > > The issue is one of alut.h including alc.h and al.h in the following manner: > > #include > #include > >

[sldev] Re: Missing OpenAL Library files after trunk update.

2008-12-03 Thread Ambrosia
arises after the fix is LLAudioEngine_OpenAL::WIND_BUFFER_SIZE_SEC not being initialized in the class in the line 75 of audioengine_openal.h static const float WIND_BUFFER_SIZE_SEC = 0.05f; // 1/20th sec Sorry for the confusion if I caused any. On Wed, Dec 3, 2008 at 20:01, Ambrosia <[EM

[sldev] Missing OpenAL Library files after trunk update.

2008-12-03 Thread Ambrosia
Greetings! Just wanted to let you know, after the trunk update with the new OpenAL implementation, it seems like the actual OpenAL library files are missing. CMake does not grab them, nor are they in the lib package. See the missing \libraries\include\AL folder/directory. Currently you will have

[sldev] JIRA login issues?

2008-11-14 Thread Ambrosia
Greetings, if anyone, be they Linden or resident, is available, can you check if you can login to JIRA currently? My login attempts seem to fail, however everything works fine when I try the same on the SL website. Did some database setting go booboo? :> --Chalice Yao __

Re: [sldev] Sim Size Limits?

2008-10-31 Thread Ambrosia
<256.0,256.0,4096.0> I'd say. Makes it easy to autoadjust to new building heights sometime in some future. Also, yeah, I'm all for adding this function, even if no sim size changes will be done anytime soon. It doesn't hurt to add, and will, over the years, remove the issue with scripts not being

Re: [sldev] Sim Size Limits?

2008-10-29 Thread Ambrosia
Well, I presume the number is inspired by the maximum 8bit value :> That and it's what they started out as, and by now that number is used in lots of parts of the viewer code, the sim code, and LSL scripts all over the grid. Changing the size now would have to be a very careful process, given that

Re: [sldev] strange behaviour of cmake on Windows

2008-10-22 Thread Ambrosia
Well, is the folder, by chance, named 'Dev' on your system? :> Try renaming the actual folder to 'dev', or if that is already the case, to 'Dev' Not quite a fix per se, but perhaps a workaround. I don't know why it happens. I have uppercase letters in my path to my viewer source. On Wed, Oct 22

Re: [sldev] Why is framerate so much lower in my viewer builds?

2008-10-22 Thread Ambrosia
The big lib that tends to get put in from the LL-releases that boosts performance is lldku.dll (and/or whatever the Linux version uses. lldku.so?). Just copy that one into your viewer's main folder and try again. We can only hope that one day libjpeg will be on par in speed. On Wed, Oct 22, 2008 a

Re: [sldev] strange behaviour of cmake on Windows

2008-10-22 Thread Ambrosia
You'll notice that one path says 'dev' while the other says 'Dev'. Call it a hunch, but I think cmake, even under windows, is probably case sensitive. On Wed, Oct 22, 2008 at 04:47, Alissa Sabre <[EMAIL PROTECTED]> wrote: > I'm having a build problem on Windows. > > I'm working on 1.21.6 using Vis

[sldev] Anybody still getting JIRA-notify e-mails?

2008-10-20 Thread Ambrosia
Greetings! Is anybody still getting mails from jira-notify? My last one is from the 18th, and weekends usually are the most busy time when it comes to JIRA. Something seems b0rked here. --Chalice Yao ___ Policies and (un)subscribe information availabl

[sldev] Bug in current trunk: Unable to upload scripts

2008-10-13 Thread Ambrosia
Greetings, thought I'd point out the just-created JIRA on this: http://jira.secondlife.com/browse/VWR-9784 I've been waiting for the past few trunk updates, figuring it might be an intentional change for some backend changes, but it's been the status quo for a short while now. Scripts simply can

Re: [sldev] Security Update 2008-10-06 to SL Viewers and source code - CLARIFICATION

2008-10-07 Thread Ambrosia
Um, Gordon. Rob said 3rd party viewer creators can contact him and ask for the source code in advance. Which will be released to the public tomorrow, so either way tomorrow 3rd party coders can patch the fix into the most ancient viewers there are. While I understand the frustration about no imm

[sldev] Curious about latest trunk update/LLSD changes/Inventory Service

2008-09-18 Thread Ambrosia
Greetings! This is mostly aimed at Soft Linden, but for those who are interested, check the latest trunk changeset: http://svn.secondlife.com/trac/linden/changeset/1193 Among the things that caught my curiosity is binary support for llsd, and what seems to be an Agent Inventory Service. What we