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Old 04-09-2008, 09:19 PM   #1 (permalink)
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New Viewer. 1.20.0 RC

New Release Candidate Viewer: 1.20 RC0 Available « Official Second Life Blog

Comments to follow in a few mins. I wanted to make a thread about it before someone else did.

Good stuff highlighted in bold


Quote:
Details:

UI: This Release Candidate includes significant updates to the visual design and architecture of the Viewer’s user interface, including:

* A new, lighter color scheme
* Improved UI graphics (icons, buttons, etc)
* Ability to customize text color of Instant Messages
* Enhancements to the UI texture rendering system
* Ability to reference textures by filename
* Support for non-powers-of-two textures
* Support for PNG textures

Some important notes regarding the new UI appearance:

* The new UI appearance is installed by default with 1.20; Residents who wish to continue using the pre-1.20 UI appearance should not update to 1.20.
* Based on feedback from the Dazzle First Look viewer, we are tracking a number of bugs related to the new UI appearance; see PJira for the complete list.
* 1.20 includes a limited capability to create custom UI “skins.” Although this functionality is not officially supported by Linden Lab, a basic overview of the current XML functionality for creating custom skins is available on the Second Life wik
* The new UI appearance was developed in parallel with ongoing initiatives to improve Viewer stability and crash rates, and did not impact those important projects.
* For more information about the new UI appearance, including a list of frequently-asked questions, please see the Dazzle page on the Second Life wiki. For more information about Linden Lab’s longer-term plans to enable Resident-created UI “skins,” please see the User Interface Roadmap.
Yes. It's fucking dazzle. With no changes that I can see, they've decided to stick it in a release candidate. Still bright and painful to look at as ever. However it DOES have (unsupported) support for custom skinning via the XMl files. Which will apparently be worked on and implement full custom skins. I'm hoping that'll be done by the time they decide to stick this viewer as the main, so the stupid shiny UI is optional. Guess we'll have to see..

Quote:
LSL scripting for object glow!

* Script a prim’s glow attribute, details on the Second Life wiki:
As I mentioned before, in another thread, this is pretty much just a formality to make things more user friendly. The functionality has existed for a few weeks now.

Quote:
Improved Joystick and 3D input device support

* Integrated a new open source library created by 3Dconnexion designed to integrate multi axis input devices with Second Life
* Joystick devices can now control the Avatar, Edited Objects, or the Flycam (View menu > Joystick Flycam)
* Added a “Joystick Setup” window to the Preferences under “Input & Camera” for adjusting multi axis input devices
* Settings are currently optimized for Logitech’s 3Dconnexion SpaceNavigator but should be tunable for any joystic or 3D imput device
This looks interesting. 3d input devices...
holo-suits and such, perhaps >.> ?

Quote:
Other changes:

* Removed voice setup wizard from Viewer
* Removed “Detecting hardware” from first-use startup to save 10 seconds of start time
* Removed “Critical Message” string from startup community standards dialog
* Removed “Start Gesture” from menu bar
* Removed “do you want streaming audio” dialog
useful shit actually. This is the first time I can remember installing a new viewer and not being spammed with
SETUP VOICE.
DO YOU WANT TO ENABLE MEDIA
THIS IS THE CHAT BAR

it's refreshing actually.

Quote:
* Removed Friends dropdown on Map
now what the fucking fuck is this. I now cannot find any way to map people. Does anyone know how else to do it, other than through that menu on the map? What the fuck are they thinking.
Quote:
* Display the Camera and Movement controls by default
This is annoying, though I can see how new users would find it useful.

Quote:
* Added online offline notification to open IM windows
this is useful too. If someone goes offline while you're talking to them in Im, "X is offline" appears in the IM window, assuming you have permission to see their online status.

Quote:
* One click sit not be available if you’re already sitting
This might seem insignificant, but they've just gone and nerfed a whole class of weapons. Not entirely broken, but this should spell the end of unseaters.

Quote:
* Replaced “(hippos)” and “(waiting)” with “(Loading…)”
* Print the name of the missing gesture in the error message
General good things.

Quote:
* Double-tap forward to run
Now this. This may be a problem. On one hand, it does seem llogical. But a lot of things, like Ryozu's Omniphaze, and every single sword on samurai island, use double tapping for their own purposes. I think this may cause problems with some control scripts.

Quote:
* Adjusted the right-justified text on the splash screen
meh

Quote:
* Ctrl-shift-1 now displays Statistics in a floater
This is good. the statistics bar can now be moved around and resized. I always wondered why it wasn't like this in the first place.

Quote:
* Login progress bar change
This looks silly. It just sticks a big grey box around the progress bar, with no discernible purpose, and it looks ugly.
Quote:
* Option available to turn off all group titles to make name tags smaller
* Small UI tweaks made to the “near me” floater for usability
meh
List of fixes:

I'm just going to comment on important things from here on down

Quote:
* Havok 4 — Increased the max height for building objects to 4096m
As chalice pointed out the other day, this was merely a viewerside restriction. And the build height had already been raised when H4 went out. This just makes the viewer aware of that.

Quote:
* VWR-747: Texture preview should not have constrained aspect ratio
Now this is something which was originally "fixed" and now is reverting. I like it this way, though. so I think this is a good change. This basically means when you're looking at a texture in inventory, it will now stretch to fill whatever size the window is, rather than keeping it's aspect ratio.

Quote:
* VWR-3438: WindLight: Glow (including water reflections) shows through HUD objects
This is good. I was getting annoyed by this.

Thankfully, they didn't change the effect glow has on particles. I'm not sure if the particle/glow interaction is "correct" as is, but I like it

Quote:
* VWR-4616: Snapshot, clicking on more removes current pic
annoying. good to fix. This could cause you to lose a good snapshot. And sometimes the right moment only comes along once, so it's a terrible thing to lose.

===================================

Quote:
* VWR-2600: Add option to enable Full-Scene Anti-Aliasing (FSAA) in the viewer
Hell yes. The days of crappy aliased vendor pics should be at an end soon. I was wishing we had this only yesterday. It's about damn time.

It's under the "Hardware Options" section in the graphics menu, btw.
===================================

Quote:
* Fixed: Provide way to visually mute “costly” avatars (check cost: client->rendering->info displays->avatar render cost)
Ok, this is interesting. It puts a number above every avatar's head, representing how "costly" they are to render.
In addition, when you mute someone , their avatar now turns into a grey 2D sprite


Aside from that, the rest of the release notes is a few fixes for video card errors, and some source changes that 95% of people don't understand or care about. doesn't seem to be anything important there.

If you were having issues with constant crashing or being unable to login, etc. Try this client. It might fix it.
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Last edited by WarKirby Magojiro; 04-10-2008 at 05:58 PM.
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Old 04-09-2008, 09:22 PM   #2 (permalink)
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Old 04-09-2008, 09:26 PM   #3 (permalink)
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HOLY F***! they messed up the only viewer that worked fine for my mac, dazzle First Look! Son of a Bastard!

now i have this GLITCHY triangle shat blinking on the top left hand corner! its effin annoying. Windlight SUCKS MAJOR DONKEY BALLS! Don't force me to use that SHAT!
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Old 04-09-2008, 09:56 PM   #4 (permalink)
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Updated the OP
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Old 04-09-2008, 10:10 PM   #5 (permalink)
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A simple way to map someone is to open their profile, the option to "View on Map" is still available.
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Old 04-09-2008, 10:13 PM   #6 (permalink)
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Updated it again. And I'm going to draw special attention to the last item, in case people can't be bothered reading the wall of text:

Quote:
* Fixed: Provide way to visually mute “costly” avatars (check cost: client->rendering->info displays->avatar render cost)
This provides a metric to measure the impact of things by, The implications for this are huge.

Incidentally, it's NOT my hair that's causing problems. It's the INVISIBLE katana I was holding, adding over 1000 to the render cost.

My hair adds a more respectable 600 or so. And now that I have a metric to measure it by, I can work on optimising it and reducing that.


If you make attachments of ANY SORT, you need to be using this client and checking your render cost now. And optimising costly things is a really good idea.

This seems to be a measurement of attachment render weight only. Currently testing, but so far, I've found a few things:

An avatar with no attachments has a render cost of exactly 1
Animations do not affect the value.

Haven't confirmed yet, but I don't think particle emission alters it either. So likely, only textures and geometry.
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Old 04-09-2008, 10:19 PM   #7 (permalink)
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Quote:
Originally Posted by Djarum Tigerpaw View Post
HOLY F***! they messed up the only viewer that worked fine for my mac, dazzle First Look! Son of a Bastard!

now i have this GLITCHY triangle shat blinking on the top left hand corner! its effin annoying. Windlight SUCKS MAJOR DONKEY BALLS! Don't force me to use that SHAT!
Have you opened a jira about your issues?

https://jira.secondlife.com/secure/Dashboard.jspa


The last time I saw a friend who had video card issues with windlight, she made a jira and it DID get fixed.

Video card issues are a very common thing, given that there are so many different models, drivers, etc and LL tries to support them all. I have no sympathy about broken group chat and asset issues, but I realise how hard it is to make something work with every video card, and I don't think they deserve anywhere near as much flak for problems in that area.

Also, make sure your drivers are updated.
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Old 04-09-2008, 10:22 PM   #8 (permalink)
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I don't ever remember enabling logging, but when I went to IM someone and it said "-- Instant message logging enabled --," so it seems like that is enabled by default now. No clue why they would do that though. As for mapping, you will have to do it through their profile now it seems.
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Old 04-09-2008, 10:25 PM   #9 (permalink)
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No clue why they would do that though.
Because having an IM log on your hard drive can be invaluable when you forget exactly what someone said, or even who you were talking to. IM logs are extremely useful, and given the tiny amount of space a text file takes up, I can't see any reason why you'd NOT want it enabled.

it's especially useful if you crash soon after login, and lose all your unreplied Ims. you can check the logs to see who Imed you recently, and what they said. It's a pretty essential thing for customer support.
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Old 04-09-2008, 10:33 PM   #10 (permalink)
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Its not dazzle only. its both dazzle and the normal canidate viewer.
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Old 04-09-2008, 10:36 PM   #11 (permalink)
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Quote:
* Fixed: Provide way to visually mute “costly” avatars (check cost: client->rendering->info displays->avatar render cost)
ZOMG!

Absolutely right, WarKirby..... implications are huge! My mind is spinning with the possibilities....

Its says 'Provide way to visually mute'.... does that mean that there's going to be some sort of setting in preferences, that allows us to set a threshold for render cost?

I mean, say - visually mute all avatars with a render cost of 5000+, for example.

That'd be *way* cool


Or even better.... Imagine a estate/parcel setting for "Max Render Cost". Live music events - or events that are extremely sensitive to lag could set a Render cost threshold to give visitors a more consistent experience.

Edited to add: How 'bout render cost being returned as an llDetected* function in LSL? My head is going to explode

Last edited by Travis Lambert; 04-09-2008 at 10:43 PM.
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Old 04-09-2008, 10:39 PM   #12 (permalink)
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I was wrong its only Dazzle
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Old 04-09-2008, 10:43 PM   #13 (permalink)
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OK who is working on making a DARK THEME!! I am looking into it now. I hate being dazzled!
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Old 04-09-2008, 10:44 PM   #14 (permalink)
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Quote:
Originally Posted by Travis Lambert View Post
ZOMG!

Absolutely right, WarKirby..... implications are huge! My mind is spinning with the possibilities....

Its says 'Provide way to visually mute'.... does that mean that there's going to be some sort of setting in preferences, that allows us to set a threshold for render cost?
It would be interesting. As far as I can tell, it merely provides a method to identify such avatars. No visibility muting function. But it can do good things nevertheless.


Cinthya, I'm not sure what you're talking about.. This client is a fusion of Dazzle and the RC branch, and both of those are now mandatory updates to this (unless you mess with the viewer channel. Ask nina about that)
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Old 04-09-2008, 10:46 PM   #15 (permalink)
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I Must Say I Do Love Dazzle!

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Old 04-09-2008, 10:47 PM   #16 (permalink)
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Originally Posted by Cinthya Loveless View Post
I Must Say I Do Love Dazzle!

Good for you. It does have a few fans, but most people seem to dislike it. Certainly not enough of a majority to justifiably force it to replace the old UI.
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Old 04-09-2008, 10:49 PM   #17 (permalink)
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* Fixed: Provide way to visually mute “costly” avatars (check cost: client->rendering->info displays->avatar render cost)
*turns invisible*
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Old 04-09-2008, 10:50 PM   #18 (permalink)
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Quote:
Originally Posted by Travis Lambert View Post
Or even better.... Imagine a estate/parcel setting for "Max Render Cost". Live music events - or events that are extremely sensitive to lag could set a Render cost threshold to give visitors a more consistent experience.

Edited to add: How 'bout render cost being returned as an llDetected* function in LSL? My head is going to explode
Also, I'm not sure about these things yet. It must be noted that rendering is clientside. I've not tested fully, but I suspect the render cost would be lower with reducing some graphical settings. And I'm not sure it's really possible for the server to be aware of, or interface with such values, as they should, theoretically, be different depending on your settings, and calculated individually on the client end.
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Old 04-09-2008, 10:51 PM   #19 (permalink)
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Visually muting facelights is just over the horizon. I can FEEL it!
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Old 04-09-2008, 10:58 PM   #20 (permalink)
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I made a jira about the removed friends menu in the map. please vote, comment, etc.

https://jira.secondlife.com/browse/VWR-6243
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Old 04-09-2008, 11:06 PM   #21 (permalink)
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Old 04-09-2008, 11:13 PM   #22 (permalink)
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Seems as though there is an issue with it saving some settings, at least for the logging sections. I can disable it and then reload the client and it will be enabled again. I can changed the location of where log files will go, and then it will change back to the default location the next time you load it.
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Old 04-09-2008, 11:16 PM   #23 (permalink)
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Seeing it for the first time. Not hating it so far. I really like the double tap to run.

And I scored 1198. Is that bad?
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Old 04-09-2008, 11:18 PM   #24 (permalink)
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Statistics is now a proper window. You can actually move it. Wow.
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Old 04-09-2008, 11:38 PM   #25 (permalink)
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And I scored 1198. Is that bad?
Lower numbers are better. Ideally, get it as low as possible. I suspect most avs will be hovering around 1000-2000 aside from super high prim things.
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