Saturday, May 30, 2015

Black Dragon Viewer - Update "Building Build-tools"

A wise Niran once said: "This Viewer is not focused on building." - "Why are you redoing the build floater then?" you may ask. I tell you something, this Viewer is all about the fancier fancy fanciness, a good UI is fancy and functional and since the UI is already functional, there is only fancy left.

Ok, lets get this started with a poem i wrote for this.

Yo listen up, let me tell you a tale,
about a guy, with a fluffy long tail,
all he wanted to do, was fix the build floater
to make it less of a big bloater,
he changed the layout and design,
he moved away the checkbox for "align",
pushed down a bit that separation line,
reduced the size of tabs until they were fine.
When he started working on the general tab,
he noticed that the alignment was completely crap,
he moved widgets a bit and made their purpose obvious,
until everything in there looked flawlessly gorgeous,
he moved on to inspect "object",
and got those checkbox offsets checked,
those spinners were also quickly fixed,
over time they got a little bit betwixt.
When he saw the "features" tab layout,
he got real nervous and looked for a way out.
It was not better by any means,
tho he never gave up any of his dreams,
that maybe some day,
all the panels will look okay.
He continued to the "texture" tab and said,
"i will skip this for now and do the "contents" tab instead".
Quickly fixed until it posed no more thread,
he hacked away those offsets til they all were dead.
He said "This is it, the texture tab it is, now or never,
i can't just delay it until forever",
he already changed the layout quite a bit,
long ago when materials was introduced to the grid,
he had to redo it entirely regardless of what he already did,
the layout was still lacking he had to admit,
he tinkered and hammered away,
and came up with a completely new way,
he used all the tricks the V2 UI offered,
to fix all the problems that bothered.
At the end he was a happy guy,
so happy that he had to cry,
the pure perfection that his work was,
had absolutely no flaws.
Awwww. Ok, moving on ~

Unified Build Floater

What has changed? Quite a lot. Basically nothing at the same time.

I have completely redone ALL panels, every single tab, every tool, realigned all labels, all spinners, all buttons, all checkboxes, all dropdowns, all sliders (YES SLIDERS) and cleaned up the look massively.

I added the ability to lock every texture channel (diffuse, normal map and specular map) invidually and i had some extra space i used for adding the options "only select my owned objects" and "only select physical objects". Yay! The best of all, no squishing and squeezing stuff in between somewhere like you used to see everywhere in every Viewer, until now. Everything is designed to look "the same", one unified design, made in one run, no several designs out of nowhere, every situation, every combination has its very own unique design, if theres a checkbox below another checkbox then this checkbox will have exactly 1 pixel free space inbetween. There are buttons next to each other? each of them has only one pixel space inbetween and they are on the same height, usually at the bottom to form some sort of "bottombar". You'll see. I tried gathering as much feedback on the new layout as a certain people person who continued to bash me for showing no initiate to fix stuff whatsoever allowed me to ~ i'm talking about you Ansariel, i was willing to help you, more on that later.

So without further ado here's a set of images that will show you the new build tools floater.

Unified Snapshot Floater Improvements:

The improvement-set i started with the previous update is now complete as well. The new improved snapshot floater now has a high resolution preview, just like the separate preview, which won't show up in your snapshots anymore from now on. Inara also reported a bug that you weren't able to switch the snapshot format in "save to disk" which should be fixed now.

Future Plans:

I'm going to stop developing this Viewer actively soon. Boom. I just dropped the bomb. it was obvious it would happen at some point. Why?

I'm burned out.
My enthusiastic view of SL is broken, shattered like a mirror.
SL has made almost no technological advancements over the past years. Materials was the best.
Most content creators build shit.
Our content creation base is massively hosed and LL doesn't want to fix it in fear it could break old content.
Most (that means more than 50%) of the community members are shit. They have wrong priorities, broken needs and no quality requirements.
Many good content creators are driven out of SL (or left already).
I'm not paid to do any of this. At all. Including taking the bashing.
Many more...

As i said in one of the previous posts somewhere some time ago. 2.4.5, that's the magic number. 2.4.5 will be the last update. 2.4.3 will be the tools chain update and a merge with all the new stuff from LL's latest releases. Not sure beyond that.

So now that the bad news are done, some good news.

I'll commit my tools floater redo to LL after i merged the tools chain update. Same for the new snapshot floater improvements.

I'll discuss and demand disabling automatic deferred alpha masks in the official Viewer as it is one of many causes for issues, we have today. Let me say it this way. 95% of all private, non-well-known content creators who create skins for Avatars create a broken, messy alpha sorting monster. They tend to forget to remove the alpha channel from their uploaded textures, resulting in the server flagging it as alpha texture. Visually, it makes almost no difference in most cases, unless you disable the automatic alpha masking feature which will show how these objects truly look, without any hacky fixes, it will look broken, it will be lit differently, it will show no SSAO and possibly other advanced features and the worst of all, it bloats the texture with an alpha channel that doesn't need to be there, that's unnecessary information that has to be downloaded and stored affecting you the user.

Other stuff?

Oh yea... Ansariel. Screw you. I know at least one on the Firestorm Team will read this sooner or later. I'll tell you how this goes. I add/change/remove something and test it. If it works: I'm done. If it doesn't: Fix it. Release it and work down the feedback, given there is any. If i don't find any bugs while using it and if users don't find any either, there's nothing for me fix. I'm not doing any stupid speculative work on potential fixes for issues that could potentially come up in the future with a very specific setup at a very specific time on a very specific day in a parallel universe. It either works or doesn't and if it doesn't i'll fix it, given it is reported at all and i am able to fix it. This has nothing to do with "no initiative to fix stuff". No known bugs = no working on fixes. I don't have time to sit there and click a checkbox 5000 times in a row to check if it doesn't break or crash after 100 uses (my poor mouse is being clicked way too often already). I'm also trying to get RL, SL, development and gaming under one roof here. I tell you how proper development works. You make something, you release it, people break it so you can fix it. You announce it, you tell people hey, here's a new toy, its new, use it, you might break it, if you do so tell me how, i'll try fixing it and don't forget to write it into a changelog. Transparency is key and a fully transparent development includes involving the community right from the start. You should search of "Path of Exile" and see how they do it. They let people break shit all the time and it works perfectly, but then again their community is not as shit as SL's where people complain that they die if they don't have a certain feature as if it were oxygen they need to breathe.

... ugh yea, ranting every day, it will never end, some day i will spontaneously burst into flames and die a slow painful death because i'm boiling so much and so often.


Changed: Always use the high res preview, filters look less broken that way and the preview looks sharper.
Changed: Redone the entire Build floater layout. "Unified Build Floater"
- Changed: Realigned all widgets.
- Changed: Fixed all inconsistencies.
- Changed: Some widgets to another type, spinners to sliders, checkboxes to buttons etc.
- Changed: German translation for some labelsto better fit the new layout.
- Added: Select only my own objects checkbox.
- Added: Select only physical objects checkbox.
- Added: Ability to lock all texture channels invidually.
- Added: Lock checkbox image.
- Added: A bunch of labels and descriptions where necessary.
- Added: Separation lines to logically group options together.
- Added: A bunch of German label translations.
- Fixed: Some inconsistencies in German translation.
- Removed: Tool description header line.
- Removed: A chunk of code in build floater and cleaned up some things. Could use a mass-cleanup.
Changed: Increased Tone Mapping custom slider max values.
Fixed: Big Preview shows up in snapshots with UI.
Fixed: (POTENTIAL) Don't crash if we have an invalid attachment index, just assume it's empty and continue.
Fixed: Unable to change snapshot format in "Save to Disk".

Saturday, May 23, 2015

Black Dragon Viewer - Update "Snapshotception"

Yo dawgs, i heard you like snapshots.

So i made a snapshot of your snapshot,
so you can snapshot snapshot'd snapshots.

So actually i wanted to release this update yesterday on the 22. ...but... stuff happened. I was thinking of adding the long promised lock offset feature to materials... turns out i had to rewrite quite a bit.

As said above this update brings the lock feature, it can be found right above the "Planar" checkbox, when ticked it will copy all changes to all texture channels, if you change the texture offset X or Y, it will do so for diffuse, specular and normal map at the same time! Woohoo. Note that this might cause the spinners and/or faces to revert sometimes, this is NORMAL behavior, it's due to lag which was already present long before this change (sadly). Usually happens if you use the spinners via mouse repeatedly, to prevent it most of the time you should type in your desired values directly and press enter ONCE then wait a bit.

Other than this feature there has been an overhaul of my unified snapshot floater, changes include: an option to save the snapshot upload type, freeze the world, fixes for auto-refresh, file format changes when switching to profile/inventory upload and back and the ability to show the snapshot in a separated, resizable, movable texture preview among several others changes and additions, you can read the full changelog below.

Note that the external preview is currently rendered in UI snapshots. I will fix that in the next update, i really want to get this out so you can start testing all the new cool things.

This update also sees the inclusion of my experimental cinematic camera, which is currently ONLY available via debug setting - UseCinematicCamera. Use with caution, you might get motion sick!


I know you like pictures showing the visual superiority of this Viewer you'll for some reason never manage to set up yourself but always refer to if someone asks you. Note that the above freeze world feature video shows how i set up the last one.


Snapshot Floater enhancements:
Added: Remember last snapshot mode in snapshot floater.
Added: Ability to use the separated, resizable big snapshot preview to the main snapshot floater.
Fixed: Flickr, Twitter and Facebook floater not showing in Mouselook without disabled hide UI in Mouselook.
Fixed: Motion Blur not resetting properly.
Fixed: Rotate Thresholds getting set to 0 on first floater opening.
Fixed: Auto Refresh not working, it is still buggy though.
Fixed: Autosnapshot not working. It still is a bit buggy, does 3-4 snapshots in a row.
Fixed: Snapshot file format changes to JPG when switching back from 'Save to Inventory'.
Fixed: Snapshot floater handles freeze world again when we press the shortcut while it's already open.
Changed: Slight layout changes to Snapshot floater.
Changed: Freeze Frame into Freeze World, it will now freeze the entire world and allows proper camming around.
Changed: Do not intercept any mouseclicks at all when the snapshot floater is open.
Changed: Unified saving snapshots to disk and as texture.
Changed: Made Freeze World non persistant over sessions.
Changed: Don't change our settings when we enter Freeze World mode, instead just set those values directly for as long as we are in this mode.
Removed: Fullscreen preview from Freeze Frame, it was broken and laggy.
Removed: Fix for Freeze Frame in Report Abuse floater.
Removed: Freeze Frame and Fullscreen preview condition from auto-refresh.
Misc: Slight cleanup and removal.

Added: Experimental Cinematic Headtracking Camera. Wobbly fun stuff.
Added: Checkbox to lock all offset, scaling and rotation spinners for all texture channels together.
Fixed: Quick media button not working anymore.
Fixed: Particles sometimes flashing white. Found by Singularity.
Fixed: Screen frame in frame when Volumetric Lighting is enabled and DoF resolution is smaller than 1.0.
Changed: Allow holding ALT key to restore old pie menu behavior and allow menu's in Mouselook for future changes. Menu's currently don't work as they are blocked elsewhere still.
Changed: Slight optimization to directional volumetric lighting shader code.
Changed: Cleaned up my old Rotation Speed feature a bit.
Removed: Defunct "ShowMiniLocationPanel" Debug Setting.
Removed: Defunct "SecondLifeEnterprise" Debug Setting.
Removed: Defunct "RenderHighlightColor" Debug Setting and code.
Removed: Defunct "RenderHighlightThickness" Debug Setting and code.
Removed: Defunct "RenderHighlightBrightness" Debug Setting and code.
Removed: Defunct "RenderHighlightFadeTime" Debug Setting and code.
Removed: Defunct "RenderHoverGlowEnable" Debug Setting and code.
Removed: Defunct "RenderShadowSlopeThreshold" Debug Setting.
Removed: Defunct "RenderShadowNearDist" Debug Setting.
Removed: 0.2m minimum distance over and below water surface, we can smoothly transition through water now.
Removed: Limitation that prevented the camera from being smoothed when moved really fast (example: when zoomed out really far).
Removed: Some leftover code that is now obselete.

Wednesday, April 29, 2015

Black Dragon Viewer - Update "Fixing fixated fixed Fixes are fixed."


Fixed: Hide chat on return reverts to default after relog.
Fixed: Automatically hide chat on focus loss reverts to default after relog.
Fixed: Allow walking backwards reverts to default after relog.
Fixed: Windlight transitions revert to default after relog.
Fixed: Media button not working anymore.

Black Dragon Viewer - Update "Fixing Fixated Fixed Fixes"

As... uh.. promised???? the update.

Since there were no additional bug reports this update doesn't include any additional bugfixes.


Changed: Raised SSAO Factor's max value in Machinima Sidebar to 100.
Fixed: Sound and Media buttons in statusbar only work after a few clicks.
Fixed: Chromatic Aberration sometimes setting itself to a random value when 0.0 is set as strength. Some cards don't assume 0 as default if a value hasn't a defined value.

Tuesday, April 28, 2015

Update soon


No seriously. Fixes for media/sound buttons not working on the first few clicks and chromatic aberration behaving weird on some GPU's, maybe more (if i find something similar small to fix).

Saturday, April 25, 2015

Black Dragon Viewer - Update "Aberrated Future"

Yay, it is that time again, sorry for the long delay, i got sidetracked by GTA5 and the keybindings thing.

So this update contains some much needed fixing, first off, a nasty crash fix when right clicking certain rigged meshes as well as a fix for a crash when getting disconnected by the server.

Then. Post effects have been added to preferences, you can now set greyscale, sepia, posterize as well as the new "Chromatic Aberration" in preferences and the Machinima Sidebar. Preferences has "default" buttons, like you would expect them to.

I made some changes to the calculations for the loadingscreen percentages and capped it at 100% (it went to 130% and beyond for me very often because my pre-caching time is not 6 seconds), also teleporting in-SIM will not cause a 1 second halt anymore (yay for teleport spamming early V2 times).

Also the issues with "Report Abuse" should be fixed now, no more pink screen or whole freeze frame layer. Freeze Frame is now disabled when using Abuse Report's snapshot function.

Rendering. Chromatic Aberration, what is it?

Color fringing, simple said. It offset's the red and blue channel depending on the distance from the calculated pixel to the middle of the screen, the further away from the middle of the screen the stronger the fringing effect. There is a slider to change the strength of course.

Directional Volumetric Lighting should be fixed now and should behave properly with the new 350 GTA5 Game Ready driver. Note to self: don't stuff vectors into floats.

Finally, foot shadows have been removed. I'm talking about those old, pesky, legacy, black, half transparent, fixed dots at your feet when using non deferred rendering and most noticable with the totally defunct and broken pre-Windlight rendering in my Viewer. Woooooosh.


Okay, so this is a reeeeeally huge thing. Almost fully customizable controls, not yet done of course. Right now you can only change the first person and third person movement controls, they won't stick over relogs, they save but they aren't loaded in the next session yet. Loading them is causing me a lot of trouble, i have to figure out a proper way to save and load them without causing the Viewer to go boom violently. You can find the "Keybindings" tab in preferences but don't expect too much, this is highly work in progress and mostly concept. In case you wonder how it works since there are no messages telling you anything: Hold down the key you want to bind and click the "Bind key" button... or hold down the "Bind key" button and press the key you want to bind, both works but only with keys that are not used in the UI or by gestures (it will bind them but will not function in most cases as gestures have a higher priority than your movement controls).



Added: (WIP) Customizable keybindings.
Added: Chromatic Aberration feature to shaders, not sure about the place, might push it around some shaders.
Added: Hover Height option to pie menus.
Added: Chromatic Aberration slider to Machinima Sidebar and Preferences.
Added: Greyscale Strength slider to Preferences.
Added: Posterization Samples slider to Preferences.
Added: Sepia Strength slider to Preferences.
Changed: Loadingscreen percentage calculations a bit.
Changed: Space + Alt to "Spin Over" when controlling the camera, instead of E + Alt.
Fixed: Loadingscreen percentage going over 100%.
Fixed: Crash on disconnect.
Fixed: Crash when right clicking certain broken meshes.
Fixed: Compile. We should always return a value if we are expecting one.
Fixed: NVidia 350 driver series going nuts when enabling directional volumetric lighting. Don't stuff vectors into floats.
Fixed: Freeze Frame causing issues when reporting someone. Temporarly disable Freeze Frame while we do the actual shot and restore it later if we had it on.
Fixed: Snapshot floater opens on second and further snapshot when Abuse Report is opened.
Removed: Screen Teleport delay.
Removed: Foot Shadows once and for all. They were useless for way too long.
Misc: Removal of unneeded parts in main_view.xml
Misc: Cleaned up some old stuff.
Misc: Shader cleanup after experiments.

Wednesday, April 15, 2015


1 picture, more than thousand words. Soon™.

Saturday, April 4, 2015

Black Dragon Viewer - Update

I felt like there is no need to hold onto this any longer so i'll release this now, it's not much but it fixes some somewhat "major" annoyances.


Fixed: Crash in imagegl.cpp "bad number of components for texture: 5".
Fixed: Directional Volumetric Lighting being broken.
Fixed: Output/Input panel in Sound Preferences not working anymore.

Sunday, March 29, 2015

Black Dragon Viewer - Update 2.4.2

Update 2.4.2 Confirmed!

There are a bunch of changes coming with this update, a quick rundown is needed!

Multi-line Chat

Long ago when i started Black Dragon this was one of the very first things i removed in CHUI, it is horribly annoying and uses up half of my entire chat history because i tend to use small windows. Now i've re-added Multi-line Chat as option, you can find it in Preferences - Chat. I'm sorry i forgot about this so often.

Volumetric Light falloff

As promised i worked on making the falloff kick in smoothly instead of just suddenly appearing with no way to turn it down to minimal levels. Light Falloff will now go down to 0.1 in both the Machinima Sidebar and Preferences.

Hover Height

Yup. It's in there. You can now right-click your AV or attachment and select "Hover Height", a new floater with a slider will appear allowing you to permanently set your hover height, regardless of your shape and action, that means it also works while sitting on objects and stays over sessions. It's serverside and only people with this feature will see the changes.


There's quite a huge list of changes and fixes, including, depth of field and glow no longer turning off when clicking HUD's (yay), texture memory sliders working again, camera angle working again, a fix for the picture in picture issue some of you experienced, the sidebar button not working, a fix for "nolink>" and all other of my added commands that were malfunctioning as well as a huge bunch of LL changes.

I also installed the English version of WinRar 5, the installer should be English now.

You might also want to listen to the new Drax Files Radio episode, Drax interviewed me, you might find it interesting to hear my annoying voice.



Added: Ability to toggle single-line mode in local and IM.
Added: Multi Line Chat option to preferences.
Changed: Make environment changes persistant across logins by default.
Changed: Depth of Field Resolution to 1.0 by default.
Changed: Raised Light Brightness max value to 30 up from 15.
Changed: Adjusted Hover Height floater.
Changed: Make light falloff step in smooth instead of suddenly appearing.
Changed: Allow Light Brightness slider to go down to 0.1 and up to 60 now that the falloff is smooth.
Changed: Lowered max value for Light Resolution slider down to 128, everything higher doesn't make any noticable visual difference.
Fixed: Compile.
Fixed: Machinima Sidebar button not working.
Fixed: Depth of Field Resolution below 1.0 causes a frame in frame.
Fixed: Camera Angle not working in preferences and machinima sidebar.
Fixed: Snapshot floater appearing on successive snapshots.
Fixed: Do not disable Depth of Field (and glow with it) when clicking HUDs.
Fixed: Crash when opening Report Abuse.
Fixed: Texture Memory sliders not working anymore unless Custom Memory is disabled.
Fixed: Chat going into multi-line mode even in single-line mode when copying text into the chatbar.
Removed: Camera is underwater condition for depth of field. It is supported by default since Materials.
Removed: Don't try to calculate the world view without UI because we use the entire window for world rendering anyway.
Merge with Linden Tiger
Merge with Linden Release
MAINT-202 FIXED Can't open scripts in copied objects individually on the viewer2
MAINT-729 FIXED Hide popup menu (which belongs to old chiclet) when new chiclet arrives.
MAINT-1333 FIXED Disable "for sale" controls for attached prim
MAINT-1654 FIXED object context menu redraws and repositions some time after being opened.
MAINT-1662 FIXED Disable menu items for attached objects.
MAINT-1774 FIXED Don't open preview texture floater if user clicks "Cancel" button.
MAINT-1789 FIXED Object inspector doesn't show any information about object if user uses Select Only My Objects option
MAINT-1861 FIXED Texture doesn't appear in Inventory after using 'Copy to inventory' button
MAINT-1863 FIXED 'Delete' button is always disabled for Notecard that was opened from object's content
MAINT-1871 FIXED Don't allow moving avatar while changing camera position.
MAINT-1884 FIXED "Shortcut Key" text label is overlapped by drop-down lists in Preview floater when user opened more then one gesture
MAINT-1998 FIXED 'Open' menu item is absent in pop-up menu for notecard marked for sale from object's content
MAINT-2131 FIXED "Copy" menu item is enabled for folders in "My inventory" panel inside "Places>My Landmarks" tab
MAINT-2336 FIXED Avatar continues to move in edit mode
MAINT-2477 FIXED Environment settings won't persist across logins by default, but it may be changed by using EnvironmentPersistAcrossLogin setting
MAINT-2590 FIXED Linked HUDs attached directly from inworld are invisible
MAINT-2742 FIXED Duplicate Display Names appear once in share picker
MAINT-2759 FIXED Touch is greyed out when right clicking on child prims in a touchable linkset if the script uses a reset on rez
MAINT-3067 FIXED Show context menu when right clicking avatar name in the list. Bumps, Pushes and Hits moved to Help from Develop menu
MAINT-3202 FIXED Cancel of selected colour in "Colour picker" floater does not return colour icon to previous condition
MAINT-3205 FIXED Normal map thumbnail icon lacks "Multiple" text when last-selected face lacks a normal map
MAINT-3208 FIXED Confusing button state when working with multiple textures and the default texture is the last selected.
MAINT-3240 Don't show avatar if it's in mute list
MAINT-3418 FIXED Button truncation in some non-English Estate floaters
MAINT-3457 FIXED List of notecard content is shifted while resize of notecard window
MAINT-3483 FIXED Cursor is not in input field, after double click on resident in Nearby chat
MAINT-3488 FIXED Pose balls are sometimes invisible after standing up until zooming camera closer
MAINT-3494 FIXED Generate Normals checkbox does not control generation of normals.
MAINT-3529 FIXED Certain pathcuts made to a cube cause some faces to not react to sunlight or local lights
MAINT-3560 FIXED Unused setting MaxFPS was deleted
MAINT-3585 FIXED Viewer Crashes when attempting to upload image.
MAINT-3648 FIXED Allow opening URLs when any text is selected.
MAINT-3800 FIXED Remove the draw distance reference in the viewer when alt-camming on terrain.
MAINT-4092 FIXED Prim faces with opaque diffuse maps, with material set to ALPHA_MODE_BLEND, do not render
MAINT-4096 FIXED Object's new land impact is not shown in build tool until new face or prim in linkset is selected, after adding or removing only material to/from child prim
MAINT-4169 FIXED Suppress initial display of the path portion of URLs from other users and scripts
MAINT-4301 FIXED failed script upload makes the wait cursor stick
MAINT-4435 FIXED fix in llvolume.cpp
MAINT-4342 FIXED Height text-box value decreases after it was set to a specific value
MAINT-4499 FIXED Forgotten password button is not aligned with Password input field
MAINT-4554 FIXED Show group name and open group profile for group-owned objects.
MAINT-4555 FIXED Floater opens in the bottom right corner overlapping Conversations floater
MAINT-4567 FIXED is not parsed correctly in viewer-lion
MAINT-4576 FIXED Damage Icon always displays regardless of land setting.
MAINT-4581 FIXED Flickr slurl links break on some regions with spaces in the region name
MAINT-4582 FIXED Certain URLs which end contain or incorrectly open the Place Profile floater
MAINT-4597 FIXED Show emoted name according to name settings in preferences.
MAINT-4602 FIXED URLs are not highlighted as URLs in chat view when preceding an internal URL
MAINT-4614 - fix viewer warning about bad membership list update
MAINT-4617 FIXED Viewer chews on "Inventory->Open and Select" until inventory received or recent items selected
MAINT-4619 FIXED Using Align Planar Faces on flexible prims causes viewer to crash
MAINT-4621 FIXED start new session with the caller (if it doesn't exist) and only then show autoreject message
MAINT-4645 FIXED [viewer-lion] The build tool shows normal or specular map as 'none' when one exists
MAINT-4657 FIXED Objects can appear to have wrong 'for sale' type when viewed in inventory
MAINT-4660 FIXED making Photos
MAINT-4662 FIXED Packet Loss always shows zero in the statistics floater
MAINT-4682 FIXED Viewer won't clear AGENT_ALWAYS_RUN while sitting
MAINT-4683 FIXED Display SLURLs with incorrect coordinates as regular URLs.
MAINT-4690 FIXED forced send_agent_update(TRUE) in idle() results in large amounts of useless UDP traffic
MAINT-4691 Restored price labels in Object profile panel
MAINT-4699 FIXED notifications list is out of order
MAINT-4700 FIXED Viewer cursor defaults to 'grab' mode when clicking on child prim of linkset that was recently physical and sat-upon
MAINT-4704 FIXED Don't show warning message for "region" item, when fixed sky is used.
MAINT-4708 better grouping of ack messages between viewer and server
MAINT-4710 FIXED The 'Copy to inventory' button should be disabled in Texture preview floater when permissions forbid it
MAINT-4718 FIXED Enable Open menu item even if texture is no-copy.
MAINT-4726 FIXED Strange camera roll when using freeze frame in snapshot floater
MAINT-4735 FIXED Need to press Ctrl+W twice to close floater
MAINT-4739 FIXED Restore cursor when WorldMap floater loses focus.
MAINT-4740 FIXED Context menus left on screen when closing floater with Ctrl+W
MAINT-4755 FIXED Asset on Screen Causes Sudden FPS Drop
MAINT-4766 FIXED Reset camera to default after disabling Automatic position for: Appearance option.
MAINT-4769 FIXED Teleport history timestamp text is truncated for AM times.
MAINT-4773 FIXED Some transparent textures are rendered as white.
MAINT-4777 FIXED Confusing 'Save changes?' dialog when hitting the Delete button in notecard edit floater
MAINT-4799 FIXED Show complete avatar names in confirmation dialog.
MAINT-4804 FIXED Viewer gets stuck in mode sending email with snapshot if that fails
MAINT-4833 Fixed Warning treated as error
MAINT-4943 FIXED Crash on location
MAINT-4967 FIX - log spam removed
MAINT-4971 FIXED [MAINT-RC] Own avatar is often totally invisible at login with no way to fix apart from a relog. Other avatars are also often invisible.
MAINT-4973 FIXED  Clicking on the green part of links (as opposed to the grey) opens the wrong link in all places apart from in a conversation window or chat toast.
MAINT-4974 FIXED Complete name should be used in LLAvatarActions::buildResidentsString only when building name string for share confirmation dialogs
MAINT-4975 FIXED Sender's name is hidden out of view for inventory offer popups and payment popups
MAINT-5023 URIparser crash in LLUrlEntryBase::urlToLabelWithGreyQuery
MAINT-5024 crash in LLInspectToast
SL-92 - Can edit hover height via slider

Monday, March 23, 2015

Black Dragon Viewer - Update 2.4.2 (BETA)

Here we go with the next round of changes.

Important changes to notice are definitely the glow and SSAO changes, please go into preferences -> display and nuke all Ambient Occlusion / SSAO and Glow sliders via each [default] button to make sure you get the new defaults.

Also Volumetric Lighting will now work with FXAA and glow and there is an option that allows excluding alpha's from Depth of Field (and Volumetric Lighting) which you can use to prevent the depth calculation of Depth of Field to include them and cause weird focus issues and weirdly lit surfaces of particles and some alphas when using Volumetric Lighting.

There's also a slider now to set the godray falloff, 8.0 means disabled, everything higher will cause Volumetric Lighting to have a falloff the closer to the camera it is rendered. Comparison below.

No falloff (8.0):

Falloff set to 8.1;

I'll work on a smoother falloff transition in upcoming updates.

Also updated WinRar to version 5. I had to redo all installer stuff, tell me if something is missing or misbehaving other than the missing logo on the left side of the unpacker which somehow still doesn't work grgrgrgrmrmrmlll.


2.4.2 Beta

Added: Debug to disable Alpha inclusion in depth map for Depth of Field. Fixes strange behavior of DoF on Alphas but also introduces small new problems.
Added: Debug to disable directional volumetric lighting.
Added: Directional Volumetric Lighting option to preferences.
Added: Custom System Memory option and make sure we have a separate slider for the "linked" memory version.
Added: Option to exclude Alphas from Depth of Field depthmap calculations. Can be used to fix strange lighting with Volumetric Lighting when DoF is on as well as annoying sudden blurring of DoF on alphas.
Added: Godray falloff debugs allowing us to set a brightness falloff over distance.
Added: Volumetric Light Falloff slider to Machinima Sidebar and Display Preferences.
Added: Directional Volumetric Lighting toggle to Machinima Sidebar.
Added: Include Alphas into depth calculation toggle to Machinima Sidebar.
Added: [WIP] Informative System for Preferences to tell possible performance breakers and problems that could occour with certain options.
Added: Chat Color for Friends.
Changed: Fix inconsistent labeling of Volumetric Lighting options.
Changed: Cleaned up volumetric lighting shader.
Changed: Tweaked FXAA a bit, overall slightly better quality, less texture blurring.
Changed: Make RenderGodraysDirectional reload shaders so we get to see the change after toggling it.
Changed: Make sure we set a reasonable default amount for System and Scene Memory in case the user has set Texture Memory to 0.
Changed: Allow original Texture Memory slider to go down to 0 (automatic). Do not allow the new sliders to go there, the automatic default memory is just for emergency cases (or debug changes).
Changed: Make DoF reload shaders, slows it down a bit but seems the most sane solution right now for the Volumtric Light glow issue.
Changed: Make Volumetric Lighting reload GL instead of shaders, speeds toggling up a lot.
Changed: Made glow stronger on objects with the glow trait set without overkilling the sky too much (hopefully).
Changed: Made SSAO wider, more SSAO, strength stays the same.
Changed: Tweaked Glow settings a bit more, should be almost the same as LL Default, tho additionally with my soft surface glow.
Fixed: Region water and void water having differing heights resulting in a cut off water plane when looking from far out on the ocean.
Fixed: Push Volumetric Light shader below FXAA so it doesn't neutralize FXAA the brighter godrays become.
Fixed: System Memory slider does not refresh and set a new texture memory value.
Fixed: XML parsing warnings in main_view.xml
Fixed: Sidebar not working anymore.
Fixed: Post Process Glow not showing up in Volumetric Lighting unless DoF is enabled.
Fixed: Glow Strength slider not working.
Fixed: Compile.
Fixed: More compiling issues.
Fixed: Half unreadable About Viewer text color.
Fixed: About Land owner list not working anymore.
Fixed: nolink>[NAME] is [STATUS]. Temporarly until LL fixes their uriparser.
Removed: Underwater Depth of Field options, they serve no purpose anymore since Materials's introduction.
Removed: "PrevGlow", "PrevFoV", "UseMachinimaSidebarAsOverlay", "PreferencesPanelOpen" and their unnecessary code.
Removed: Old Godrays code from dofCombineF.glsl.
MAINT-1885 FIXED Don't allow to sit while in Editing appearance mode.
MAINT-2056 FIXED Demote the messages to DEBUG level to prevent spam
MAINT-2560 FIXED Show name of source avatar above crosshair
MAINT-2560 reverted
MAINT-2565 FIXED Show texture information in one toast
MAINT-2701 restore 10 translated strings that were lost during an earlier dev merge (see Jira screenshots for details)
MAINT-3562 FIXED Viewer crashes when updating local textures using Substance Designer : add code for control input buffer size
MAINT-3666 FIXED Update modifiers when viewer window becomes key window
MAINT-3788 FIXED [Profile Notes] CTRL+cursor (e.g. CTRL+LEFT ARROW) doesn't work in the profile notes editor.
MAINT-3853 FIXED Add llTeleportAgent Notification to the Notification List so it can be set to 'never show'
MAINT-3941 Left-clicking on the "Mute when minimized" label doesn't toggles the display of the check mark
MAINT-3959 FIXED Prim size reverting to default size when scaled down and shift copied
MAINT-4119 FIXED Uniquely decorate links on Second Life or Linden Lab domains
MAINT-4170 Eliminate homoglyphs in URL hostnames: used 3p-uriparser;
MAINT-4291 FIXED Spelling mistake in llGodLikeRezObject
MAINT-4329 FIXED scales each image *twice* for no apparent reason : patchset #2
MAINT-4345 FIXED User names are not retained when switching grids
MAINT-4386 FIXED Text in statistics is cut off by the scrollbar in the statistics floater
MAINT-4398 FIXED Moving view away from selected prims causes some to deselect themselves since viewer-interesting
MAINT-4415 FIXED Speak button does not become enabled after enabling voice on parcel, if voice was disabled upon parcel entry
MAINT-4433 FIXED Don't start changing scale on first click.
MAINT-4434 FIXED Update "Total land in use" and "Land available" when saving changes.
MAINT-4437 FIXED Spillover Branch shows when it should not
MAINT-4440 FIXED Bad colors for spillover menu in viewer-lion
MAINT-4341 FIXED Pixel width and height of the preview is not matched to value of Width or Height text-box in the “Snapshot to inventory” window
MAINT-4434 FIXED Mainland land deeding amounts bugged
MAINT-4448 FIXED Avatar often stops animating when being animated by an intan solo dance ball on Interesting based viewers only.
MAINT-4455 FIXED stats - UDP Data should not show any comma
MAINT-4458 FIXED Enable/disable combobox instead of changing its visibility.
MAINT-4464 FIXED Viewer displays L$ balance of 'L$20' when L$ service is unavailable
MAINT-4473 FIXED Don't erase logs location path on pressing Cancel button.
MAINT-4481 FIX [viewer-lion] Linux build fails due array-bounds issue in llmanipscale.cpp
MAINT-4482 FIXED [viewer-lion] Mac build fails due to weirdo LLTextBase::normalizeUri() issue
MAINT-4492 FIXED Danish and Polish need to be removed as choices from Preferences
MAINT-4497 FIXED Use uriparser to find actual domain name.
MAINT-4501 FIXED Viewer spams error message if it can't find an audio device
MAINT-4545 FIXED simplebot.dae rigged mesh no longer uploads
MAINT-4548 & MAINT-4557 FIXED build issues