Disclaimer

Black Dragon is MY Viewer, i decide which feature i want to add and which to remove, i share this Viewer to show the world that user base size is not important, i do rate quality by effort, thought and love put into the project, not some rough estimated numbers. I consider feature requests only if i you can name proper valid reasons i can agree on. It is my (unpaid) time i'm putting into this project, i'm not here to cater to every Joe's desires.

Monday, June 1, 2015

About quitting development

[Super Big Story Ranting Time]

I feel the need to explain some stuff here about the topic of quitting the "active development" of my Viewer, reasons behind that and some other stuff that seems off-topic but is also a factor in to why this is happening.

Note that this is not meant to be as a massive roundhouse bash but rather an article to make you open up your mind and think about it.

First and foremost, when i say i quit active development, i don't mean i'll suddenly stop from one moment to another, since this is my Viewer and it is the only Viewer i actively use for obvious reasons, there's no way i can completely stop as it would render my Viewer useless sooner or later, i will want to come online and do stuff from time to time, fancy stuff. I will obviously need a Viewer for that that doesn't look like a boring, fuzzy mess of greyness when i turn on Depth of Field. I want some colors, i want some contrast, i want some life in my pictures and it speaks for itself that all the "good" photographers out there grab photoshop and do some slight post processing otherwise not available. I do not. I am strictly against any post processing (other than cropping) of pictures, it hurts my heart seeing pictures being massively altered in post processing to make them appealing, it grinds my gears even more seeing flickr (or other) groups dedicated to un-edited pictures decline my absolutely un-edited pictures where as i can spot obviously photoshop'd pictures right at top as the most rated pictures. This is a no go.

Furthermore it is saddening seeing top rated non-edited pictures looking nothing more than a random default snapshot from any given place at any given time by any given photographer. I question the community and it's ability to scan and rate pictures based on their actual quality. You don't believe me? You think i'm just pushing my ego? You're right, i'm pushing it down. All the time. I am saddening myself with this, now look around you and tell me how many photographers you see around who do snapshots actually representative of today's Second Life? I see almost none, i see either ugly or photoshop'd snapshots almost exclusively, there are some good snapshots in between sometimes from someone no one even knows and you know what? Almost no likes, no comments. Sad.

It is not just about picture quality, it's about content in Second Life too, there is no quality control in Second Life in any way, everyone can create a box and sell it on the marketplace as the fanciest, most awesome box ever happened to be created and some people would probably buy it, proving that they are right with putting quantity over quality. It's an extreme example but i can go around the marketplace and spam you with lists of objects that fall into quantity over quality and/or general low quality content categories. It's alarming but not surprising, this marketing style has worked in the past, you can see it everywhere, for those of you who play games might have heard about EA games, Activision, Ubisoft etc. I'm sure i don't have to explain what they do. I'll give you another example. Are you a furry? Then you must have noticed that often eyes coming with Avatars are fullbright, sometimes use glow, unnecessarily use alphas for textures that could be made without any alpha (pupils as example, the eyeballs themselves) and have this fullbright shine and sometimes even a full fledged reflection texture that looks like it is reflecting the entire interior of a well lit house. I know what you think, "it looks fine to me", it might look fine to you, it doesn't for me, it is unacceptable in my opinion. Your eyes will be eternally damned to reflect a non existent, static house window letting in sunlight that might not even be there because it is pitch black, no matter from which angle you look or what light conditions are actually met around you. Have an example of this:

properly enabled materials eyes
original untouched avatar eyes

I see this with literally every avatar i cross, modded or unmodded. Modded avatars are often worse. I'm not saying that the Avatar is bad, by god no, it is a really good avatar, but it is still lacking quality in some places. Trust me, this is a difference like day and night (although the night in Second Life could be a day just with black sky... aha... see?). If Avatar creators actually fixed these things... Avatars could look so much better and they could be much better optimized at the same time!

Do you know what i think these missing quality standards are coming from? ~ No, it's not yet time to hate Firestorm again... although there is something to it. As far as i can see these missing quality standards come from several reasons - inexperienced users, compatibility, missing interest in these things and of course several other minor things.

(Oz told me that  Geenz was actually supporting mirrors and Linden Labs themselves decided against it, it will stay there as example)
Many of you are very inexperienced in regards of graphics and quality, lets be honest, paint me green if it comes to graphics in theory, i have never been good in theory with anything, i am a practical guy, i don't like wasting my brain on possible (not to mention sometimes totally unnecessary) issues that could arise. Example anyone? Reflections. More specifically mirrors, "aha" you will say, there was a guy (or girl) called Zi Ree who added these mysterious things never thought to be "possible" in Second Life, quite a lot emphasis followed just to end up driving the project against a wall... why? I think i know the answer. When powerful people say something, people will listen to those, right? Exodus's developer Geenz Spad (also known for adding Materials implementation and Color Correction as well as Tone Mapping in Exodus and several other minor enhancements) joined the discussion about mirrors and basically told this feature off as hard if not impossible to properly implement. He saw the problems with griefing with mirrors already pop up in his head, those mirrors were not exactly damn fast (so isn't the water reflection) and while he is right that it could be used for griefing people by killing their framerate, Zi Ree already offered a solution within his implementation by adding in a max amount of rendered mirrors option. It's the same thing with particles, you could use them to grief people too and kill their framerate, you can just turn down or completely off if you desire so. I think Geenz didn't see that his presumably experienced statement was basically the final stab that killed this already very unstable project off entirely. I don't think Geenz did that on purpose, he just tried to give some experienced feedback on the project, but ultimately ended up stabbing the project in the back. If LL was ever going to consider adding it, then this must have changed their mind and someone experienced with rendering telling you as not so rendering experienced guy that this is going to be really hard to implement isn't exactly the best thing to hear, it's discouraging. What could have happened if Geenz did say "hey, this is the best idea ever, i see some problems here and there but they seem mostly fixed already in your presentation", maybe nothing, we will never know. It shows us that experience could potentially prevent things from happening and if we all were a bit more experienced in how content works in Second Life and at least have a general idea of what "good" content is and which things are "no-go's" then we would see a lot less bad content. People wouldn't buy bad stuff if they can tell apart good and bad stuff and want good stuff only, it would either force content creators to adapt or give up leaving space for better creators.

Compatibility is the next big issue, both content and Viewer worsen this somewhat equally. This is my favorite topic. Did you ever buy an object that has a pre-baked shadow texture on it? Yes? Did you ever buy a couch or these soft beanbags that often use prim shadows? Yes? I. Can. Not. Tell you how much i hate these. I have these awesome, real-time shadows and whenever i see these prim shadows under such an object casting double shadows (one shadow on the shadow and another one on the ground) i feel like i'm being punished for using deferred rendering with active shadows. Why am i, the one who's willing to spend some money on hardware that can display quality content and better graphics and therefor make use of new features (like Materials) being punished? Shouldn't i be the one having the best and fanciest stuff? I'm paying for it after all. I know what some of you think, "just because you are the few % that can handle all the fancies, we low-end users shouldn't be ditched". You sound right and i do agree that ditching users for other users is dodgy stuff, but let's be honest for a moment, your potato holds back quite some potential of Second Life. This is not something i made up, it is a fact you can see everywhere. Those beanbags were just one of many examples. Viewers. Yes, Viewers. Viewers have always been the portal to Second Life, without them we cannot access Second Life effectively but they are also another root of evil. We as Viewer developers do not focus enough on pushing forward, using the potential that Second Life bears within, that includes me as well. If i really wanted to actively push forward i should start by dropping support for legacy rendering and anything below Deferred Rendering in general altogether, that includes removing all options that allow you to turn off Deferred Rendering and raising all minimum requirements to Deferred Rendering, forcing the Viewer to start up with Deferred Rendering at all times, no exceptions. Why haven't i done it so far? I don't feel like i would achieve anything with that since my Viewer is focused on anything above Deferred Rendering anyway, if you disable Deferred Rendering in my Viewer you disable all improvements i have ever done to this Viewer in terms of rendering. That's right guys, you are wrong, it doesn't "already" look better than Firestorm with disabled Deferred Rendering, in fact it looks worse than Firestorm, which leads me to inexperience again. You have no idea, no experience and you believe anything anyone who seems to have more experience tells you. I keep telling you the graphics are so much better, are they really? In all objectivity: Yes, they are better. However, graphics in Second Life is a really flexible feature, since anyone can just carry over my setting fine tuning to any other Viewer that supports them. Yep, you could get all my SSAO, Depth of Field, Glow, Light weighting, Shadow and Camera tweaks over to any Viewer. There are however some deeper changes that you as normal user cannot carry over, changes like my quadratic shadow maps, Tofu's faster depth of field, better SSAO, Screen Space Reflections, camera reset changes, camera water surface snapping removal and so on, unless they are ported over. Let's get back to the actual topic real quick here, compatibility. I understand that compatibility is somewhat key but i think that Second Life and some developers are overdoing the compatibility part, they cater to almost everyone and try to support them no matter how far down it pulls them into the past time. LL dropping the Linux support is one right move into the right direction, as sad as it sounds but dedicating time and manpower to something that is simply not worth it is... not worth it! Which is funnily a summary of this entire post and ultimately one of the major reasons i am stopping to continue developing my Viewer actively.

Many of you obviously have other interests than seeing the fanciest graphics possible in Second Life, that is human, we all do strive for our own goals but you do have to realize that by not showing interest in graphics to some degree you also decline interest in at least a big chunk of quality of most of our content in Second Life. Strictly said: You are destroying possibly good content that must necessarily be good in order to survive. In other words, you don't care if content is good, exceptionally well, ok or just plain bad, you just care for your own interests. You are in no way taking other people who want more than just "ok" content into account but yet you force these people to take you into account. That is downright wrong. If at all, you should be happy to be able to use content, even if it doesn't look as good for you as it does for people with better hardware. You can always upgrade later on and experience that content later on in all its glory, think about it this way: If you ever come to the point those people were at, you will be the one complaining that you paid money for better hardware to enable all the cool features just to find out that the stuff you bought looks like crap because of people like yourself, unless you are again not showing any interest and you don't care if it looks like crap because again it might not be "crap" for you since you are not that experienced and/or interested in graphics and their quality to see an important difference.

Above was basically a tip of the iceberg of one of the previously mentioned reasons i am losing interest in Second Life as a whole and why it is wasting its potential. Since that should be done and hopefully well explained we shall continue to major reason that made me decide to stop active development. RL.

I don't have any sad stories to tell about becoming ill in some way or another, in fact i am in a good condition. Almost perfectly healthy according to my doctor. Physically that is. Mentally i'm probably a ticking bomb. "Hah, i knew it, Niran is a psychopath!" you will shout somewhere out of that dark corner with red glowing eyes. Yes, it is no secret that i'm a "slightly" mentally ill guy with an own opinion about everything, as solid and immovable as a mountain. I never made a secret out of it. I'm very depressive and very aggressive if i have to protect my standpoint. Some people call me a dick, for what i say or do, they call me stupid and even worse, a liar, there is a big difference between saying something wrong and lying intentionally. I also sometimes tend to be very paradox, the most common example for that is me saying that i do not care about users, while at the same time bashing in the door of that guy who dared to grief my users for not having a certain feature. I clearly differentiate between not caring about gaining or losing users or having a user base at all and giving "support" for something i made. All these behaviors i'm showing look weird to other people, making them believe i'm trying to be a dick to them whereas i just have my reason to be in declination with what they are and/or represent. I'm a very emotionally driven person, fear and sadness are my biggest enemies, fear to lose control over something and sadness that comes from everything else including being called the wrong boo boo word at the wrong time in the wrong place (yes that matters a lot). Sometimes it seems to me that some people are intentionally trying to provoke me to prove that i'm an asshole because they did not understand the background in my previous sayings, usually leading to me becoming a rage filled douche telling you in the purest honesty what i think about you and everyone else who happens to be around me. Yes i don't have an all that good opinion about oh so many things, i hate a lot of stuff, a lot of people but that seems to be the price for being open and honest about everything and everyone. I'm a very hate filled person to say the least, hate is my every day fuel. Sounds weird. It is indeed. Sadly hate only brings you that far and truly hating certain people did not show progression in any way, in fact it only made me hate them more and they started disliking me, understandably. I have to repeat that i don't lie or at least try my very best not to if i know otherwise, i'll be honest to people and that sometimes includes telling certain people that i think they are stupid fucking assholes. Anyway, enough of endless human stupidity and anal sex. Sadness is driving me into a corner, making me emotionally and mentally unstable, so much that i seek ways to avoid sadness. Second Life was one of these ways, it turned into another saddening area of my life. Love is one of these things that made my life and Second Life such a saddening place for me to be, i don't like talking about it other than saying that love plays a huge role in my life, no love, no life. Wrapping this up as "Niran is an emotionally ill guy who's slowly being driven off of Second Life"

Money. This is the initiator for thinking about stopping active Viewer development. Soon i will need some money and i am not getting any. I don't have a job (i was not taken over after i finished as trainee in a warehouse), that was roughly over 2-3 years ago. I have been sitting at home doing nothing more than playing games, sleeping and working on the Viewer, you guess where this is going... right i'll need a job and with a job comes a huge investment in time of my day. I suspect 10 hours a day. I usually sleep 8-12 hours a day, that's already 18-22 hours a day used for working and sleeping, not to mention i have to eat, drink, visit people, go shopping and do other stuff. All that while still trying to squeeze in playing games with friends. You see there's not much time left to work on a Viewer unless it becomes absolutely necessary or i have some unexpected free time at hand. Sometimes i wish a day had more hours but then again companies would just use that as excuse to make us work even longer.

I feel sad (there it is again) for leaving my users out in the cold like that but time moves on, so do we, something some people don't want to.

"BUT STOP" You might shout, "WE CAN HELP YOU", no you can't. Donating me is not going to solve anything unless you somehow managed to "donate" enough money every month to keep up with at least so much that i won't need a job and the only other option would be ... starting a Kickstarter, please don't. I have seen this fail on Kirstens Viewer long ago and he had quite a bunch more users supporting him (and me sabotaging him for going down that path.. and backstabbing me for trying to make his Viewer better) , not to mention that it would be downright wrong and i would feel bad for it. I don't see myself skilled enough to be privileged to gain any money off of this unless you were fine with my poor coding skills and the path i have chosen for the Viewer, even then i would feel bad, i would feel like i was ripping you off. Ironically you are ripping me off, you are not paying a cent for my time and effort but hey, my broken mentality tells me otherwise.

Whew. It's a long time since i've written so many words into a single post and that is just scratching the surface.

There is one last thing i wan't to talk about. I was talking about my improvements in one of the above wall o'texts. Soon i'll talk to Oz and start a major enhancements project that will focus on bringing all my experiences and improvements i have made to my Viewer over to the official Linden Viewer, as far as they are willing to accept them. I will want to share my stuff with the entire community, i don't want to let all this go to a waste. This will include many Depth of Field, SSAO, (possibly glow) and Camera tweaks as well as some additional features and changes.

So what does "stopping active development" actually mean now. It means that i will obviously still work on it whenever i find some time or necessity to work on it, i will work solely for myself, i don't know about any specifics yet, i will most likely stop announcing updates and instead only do monthly or in worst case longer round-ups of changes, no download links, no nothing, you know where the download link is and you know how and where to download it, that means that i might upload updates in secret without actually announcing them or explaining its changes other than what the changelog tells you, so you will either have to IM me in world if you need help (as usual) or ask on the blog, forum, in world group or SLU (yes i am still looking at SLU from time to time). I will not drop support in any way, i'll still be here and try to help people actively whenever i am online.

[End Super Story Ranting Time]

Before you go, check out the latest update right below this post!

Black Dragon Viewer - Update 2.4.2.7 "Transparentin' Bugs"

Feedback update.




Changelogs:



2.4.2.7


Fixed: Glow and Alpha slider not working outside of debugging. Look for a general UI widget, not a spinner.
Fixed: Glow increments.

Saturday, May 30, 2015

Black Dragon Viewer - Update 2.4.2.6 "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?

RL.
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.
Firestorm.
Time.
SLU.
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?

/rant
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.
/endrant





Changelogs:



2.4.2.6


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 2.4.2.5 "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!





Snapshots:


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.









Changelog:


2.4.2.5


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 2.4.2.4 "Fixing fixated fixed Fixes are fixed."


Changelogs


2.4.2.4


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 2.4.2.3 "Fixing Fixated Fixed Fixes"

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

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


Changelog:


2.4.2.3


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 2.4.2.3 soon

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 2.4.2.2 "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.



Keybindings


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).



Snapshots






Changelog


2.4.2.2


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

Keybindings.

1 picture, more than thousand words. Soon™.

Saturday, April 4, 2015

Black Dragon Viewer - Update 2.4.2.1

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.




Changelog:


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.