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.

Thursday, November 10, 2011

Build 8 Beta 4B

!Download will appear! -Please redownload Beta4B
HERE


NOTE: THIS IS ABSOLUTELY BLEEDING EHEEEEDGE! dont forget that...
NOTE2: Good news , someone griefed our SIM and tried to crash us with "the Light" , the viewer staid completly unimpressed of it , FPS went down to 3-5 FPS , but no Driver crash or Viewer Crash
NOTE3: The red moon is a known problem im just merging the fix for it , will upload Beta 4a when ready
NOTE4: Another little quick fix , refreshing the code again to bleeding edge and fixing the Chat history scrollbar, also adds another new DoF Quality slider (Resolution)!

ok *takes a deep breath* ...this is going to hurt , this Beta has been turned upside down in many areas , i added a lot of features , you might noticed that in my ToDo list: so heres a look on what will await you

the toybox had a redo , aswell as the Toolbars were completly upgraded and modded to fit my 4 way Toolbar style, it also has a clear all button and a right click remove button option












we got a whole new Snapshot floater allowing you to post the snap to your profile directly , save it to inventory , send it as postcard or save it to your harddrive , also the Freeze Frame feature had an overhaul , now it doesnt just freeze the frame after you hit snapshot , when you move your cam the frozen frame will blend out and the world will appear again BUT the world will be completly frozen , all Physics , Flexis, Textures , Animations , Positions , Avatars etc are completly frozen , they dont move anymore , perfect to choose a good camera position or do more than one snapshot of the same moment , in different camera angles

i continued working on cleaning up the preferences panels and also added a selfmade hacky XML skin selector which re-uses LL´s Mode selector as Skin selector , YES! its super effective! also the first 2 skins have been "added" but disabled as they are not done yet , heres an impression of them
ATI "Theme"


the Darkness "Skin"



the People panel now hasnt just 3 distance rings showing ~shout , chat and whisper range , it also shows the distance in meters and if someones typing

Pie menus have been re-added , depth of field has had a few redos , and the underwater distortion option should also work for them now , you can show Streaming Media titles , the Microsoft and Google v2 Translation has been added with a whole new window to set everything up , i´ve added Neck and Avatar Center attachment points , Derender is functional but temporarly , right click get UUID also works again for Objects and Avatars....

on a request of Adeon i modified the Topbar to allow hiding the favbar (needs relog in order to look and align 100% correctly)

 now to Linden Labs repository, ... i´ve merged everything up to 3.2.3 , completly , meaning i included all their changes , fixes , features etc etc , i also included all changes of Dave P. meaning this Beta is absolutely bleeding edge and contains EVERYTHING from today , theres simply nothing newer

i will now continue to do some last little UI bugfixes and performance/crash/memory tests and then will upload Beta 4 for you to test out , this is by far the greatest change in the short history of my Viewer =D
for all wanting the complete changelist... well here you go

EDIT: i´ve now added the old fonts (still fiddling around with them) might change in future , but for now they are in especially the ugly emote font is gone now , for the notecard alignment.... write one letter and place your cursor before it like this |a instead of a| , then write stuff , that should temp fix the aligning problem

EDIT2: Memory test was successfull , ANYONE NOT able to do THIS without crashing , is weither doing something wrong , is unlucky or , has probably too less memory , sorry guys :(

also readded my bigger Profile icons to the Notification tips (online/offline messages)

SH-24114 Remove unused vectorization code (outdated/unused with SSE2 requirement and llvetor4a et al)
SH-2652 Fix for black bands in high-res normal maps
SH-2652 For for screen going white when enabling anti-aliasing.
SH-2652 Faster depth of field
SH-2652 Slightly slower DoF (quality), apply FXAA *after* DoF, fix for some render targets not getting allocated when needed.
SH-2634 Fix for land overlay not showing colors
SH-2633 Fix for avatar hair turning white when editing appearance
SH-2624 Fix crash at LLPrivateMemoryPoolManager::freeMem: ASSERT (!addr)
SH-2623 debug code for crash at LLViewerTextureList::removeImageFromList()
SH-2620 Force FXAA shader to off on OSX
SH-2608 Fix for debug beacons not rendering properly.
SH-2586 Fix Texture Memory (MB) preference refuses to set above 128mb
SH-2573 Fix Flaw in Purging Texture Cache when it Exceeds Limit
SH-2559 Fix [crashhunters] crash in LLPluginMessage::generate()
SH-2546 Fix for black water under terrain (use vec3 instead of float for vary_AtmosAttenuation
SH-2546 Make sure terrain shaders don't attempt to use indexed texture rendering.
SH-2546 Fix for black avatars and terrain on GF Go 7800 (use vec3 instead of float on varying parameters).
SH-2521 Put back "high detail" terrain render when basic shaders disabled (still broken).
SH-2516 FIX Full Bright Geometry Rendering Increases Rapidly, Destroying Frame Rate.
SH-2507 Fix for crash when rendering axes (develop->render->show axes)
SH-2391 some debug code for [crashhunters] pre-login crash at 
SH-2240 Fix for core profile assertions when Debug GL enabled.
SH-2240 Fix for heap corruption under debugger when starting viewer with basic shaders disabled.
SH-1427 Fix for shader compilation failure when detail set to "mid"
SH-1427 Fix for sunlight color getting clobbered for non-deferred atmospheric shaders.
VWR-26120: Add attachment points for Neck and Avatar Center
STORM-1695 FIXED Visual fixes in the "snapshot options" screen of the Snapshot floater.
STORM-1691 WIP Visual fixes in the Postcard panel.
STORM-1690 FIXED Constrain Proportions option was broken.
STORM-1688 FIXED The camera icon next to the "refresh snapshot" button is now always visible.
STORM-1677 FIXED Fixed gcc 4.5 build.
STORM-1674 Set Help ID for new Translaton Settings floater
STORM-1659 dates reported as "2035" within groups
STORM-1622: Fix viewer-side wind turbulence simulation
STORM-1580 Implement new Snapshot floater
STORM-1577 WIP Implemented translation via Microsoft Translator and Google Translate v2 APIs.
STORM-1105 "Traffic: 0" shown for two cases (traffic actually 0, and waiting for data)
STORM-1068 Add optional range ring(s) to the mini-map
STORM-959 Adding syntax highlighting for /* */ style comments
EXP-1541 update -- Route inventory items sent in a Notecard to correct locations rather than auto-sorting by asset type
EXP-1538 FIX -- New tags shown for items in subfolders in received items panel which remain after minimizing parent folder
EXP-1533 FIX -- As a FUI user, I'd like to be able to remove toolbar buttons without having to drag them anywhere
EXP-1516 : FIX. Typo Enviroment -> Environment (/me face -> palm)
EXP-1514 : FIX. Tweak jacket editor to prevent UI text truncation
EXP-1505 : FIX. Dropping a folder in current outfit would result in broken links and lost inventory.
EXP-1500 : Hide the toolbars whenever the login box is shown. Also clean up some old FUI debug that is not necessary anymore
EXP-1489 FIXED (Cannot build notifications not being shown when chat floater closed with chat log toggled open)
EXP-1487 FIX -- Minimum window size on mac
EXP-1486 FIX -- Minimum window size on windows //tweaked to 720 to allow HD recording
EXP-1479 FIX Chat history does not open when selecting toggle on chat floater and issue with minimizing and opening chat floater
EXP-1475 Tongue out of position when incoming/outgoing call dialog shown for first time when speak button is left toolbar
EXP-1474 FIX -- Create Classified does not work from Search Window
EXP-1473 : FIX. Added an onOpen key to open directly on the Landmarks list.
EXP-1472 FIXED (More spillover list scrolls up after selecting any content menu item)
EXP-1471 WIP Add support for zooming web pages by a scale facxtor
EXP-1469 FIX -- Changing toolbar from "icons only" to "icons with text" while incoming/outgoing call floater is open causes crash on mac
EXP-1468 Incoming/outgoing call floater tongue position doesn't follow floater
EXP-1466 FIX Viewer reloads default settings.xml file during launch (under some conditions)
EXP-1465 FIX Crash in IM panel destructor
EXP-1462 FIX -- Moving speak button or voice settings button between toolbars can cause viewer to crash on Mac
EXP-1461 FIX Incoming Nearby chat not visible in chat toasts/bubbles to user when chat window is minimized with chat history opened
EXP-1460 : Make the caret in favorites toolbar display more consistently and with less finicky hit testing
EXP-1458 FIX Chat text entry bar does not have focus when chat floater is opened while chat history is toggled open
EXP-1456 FIX NEARBY CHAT window sometimes opens at the top of the screen.
EXP-1454 FIX People floater 'cascades' as if opening a new window while looking at group profiles
EXP-1452 FIX minimum height of NEARBY CHAT window can be circumvented by minimizing it.
EXP-1439 : Fix potential crash when the favorites bar is empty
EXP-1439 : Modify DaD on the Favorite toolbar so that reordering visible landmarks don't send any back to the end of the list
EXP-1430 FIX -- Minimizing voice settings floater corrupts layout throughout rest of session
EXP-1417 FIXED (Docked Notifications window tears off from the dock icon when deleting notifications one by one)
EXP-1416 FIXED "Speak" and "Voice controls" buttons added as control views in LLTransientFloaterMgr to prevent hiding the transient IM floater.
EXP-1404 FIXED (Dock icon shown in lower left corner of call dialog when user has speak icon hidden)
EXP-1400 FIXED (Call request docking icon overlays other toolbar buttons when speak button in side toolbar)
EXP-1398 FIX -- Viewer Crash when moving Speak button from bottom toolbar to side toolbar with call request dialog active on Mac
EXP-1354 : FIX. Force loading the default toolbars if the user toolbar loading fails somewhat.
EXP-1354 : Fixed. Toolbars now saved whenever changing their config and only if initialized correctly.
EXP-1178 FIX -- Places floater sorted weird and landmark folders inside are open
Fixed destination guide floater to display on login based on per account "DisplayDestinationsOnInitialRun" setting or initial agent SL login.
Added toolbar enumeration for toolbar view so queries for commands can now indicate where the command currently is on the top, left, right or bottom toolbars.
Updated toybox toolbar button tooltips to indicate where the command currently resides in the view.
Added unused function to allow toolbar buttons to be changed to flash indefinitely.
added Underwater distortion Slider and re enabled all DoF Settings
added Pie Menus + flipping fix
re enabled Search from Adressbar and some Pie Menu options
tweaked Snapshot Preview Image
allow up to 4GB Texture memory displayed
Removed text spam about range of spatial partition, per davep.
Disabling display of inbox unless the Received Items folder exists already.
Added "clear all" button to the toybox floater with corresponding functions added to LLToolBarView to perform the action.
Added support for items at the top level of "Received Items" instead of just folders.
Updated inventory code to handle creation of the "Received Items" panel when the sim notifies the viewer that the folder is created.




Monday, November 7, 2011

Cleaning up the UI

man...the UI is a MESS especially Preferences ..., im handchecking every Preferences panel right now , reordering them , realigning them and overall giving them a more constant look , instead of thousands of button heights , checkbox heights , text lengths , chaos alignment, different spaces between each button etc...

the worst were the Graphics panel and Chat which both had those Accordions hidden until you click on the first one , which MUST be changed , so i realigned those whole panels and even could make the preferences panel 8 pixel thiner and 10 pixel shorter , how´s that possible you may ask? magic? no , if every button is 7 pixel away from the above one you can save 2 pixel per button when reducing it to 5 which looks better anyway now we got 10 buttons x 2 pixel makes space for 20 pixel which is equiv 1 new button

left Panel is the new one , right panel is the old original one

















New stuff

it took me the whole morning to implement Pie menus and fixing those stupid "unknown" errors ,thanks to Visual Studio which gives me soooo much information....oh wait right , it doesnt give me information where a bug is...grr anyway , Pie menus work now , as many other things they are optional and can be customised in color , transparency and fade out background


the next thing i worked on were some UI fixes LL borked , like the Active Speakers panel , and no there was a fix for it but it didnt fix the minimising problem at all.... so i manually fixed , it should restore correctly now.
then the chatbar looked somewhat broken because the history button was "cut off" ....fixed now hehe.
the hide Minimap option in People - gear menu should work now as intended

i did some hard work this morning on allowing floaters to go higher (up to the topbar) all i got was a partly broken UI... i will keep trying to solve this but a little note here , it is intended that floaters dont go higher than the upper toolbar , it was not intended that they can go outside of the screen on the left/right and bottom... but its better anyway ...cant imagine how that should work on a low resolution....anyway if i get it to work somehow i will probably post it or you will see it in the next build

i´ve also had some thoughts about a new skin , i would like to call it ...the Darkness... hehe , which brings me to that i have to implement the Skin selector quickly...

the last thing i did was some work to the snapshot floater KL did loooong ago aswell , he made the snapshot preview way bigger , so i did ...take a look


i will probably redo it completly in future ...so dont get too used to it until i say i wont redo it :)

Sunday, November 6, 2011

Water Reflections

Water! Water? Yes! huh? Water!! What? Water Reflections!
me was bored , so me tuned Water reflections , me added option to set quality(resolution) of reflections

me is happy now!

see this

(Linden Default) Normal Settings
(My new default) High Settings

Very High Settings
Ultra Settings



Supreme Settings (OVERKILL the reflection looks smoother than the actual world)

Saturday, November 5, 2011

Depth of Field (UPDATE)

UPDATE:
Beta 3A is now downloadable , it contains the M$ & Google v2 Translation API , re enables all DoF Sliders and adds a new one for setting the underwater distortion strength , which will not grip if you go underwater , the normal settings will be set again as soon as you leave the underwater level with your cam

DOWNLOAD Beta 3A

Hellooooo! new Depth of Field and with you welcome back Circle of Confusion option for DoF
the new DoF seems to be still WIP but its all in one thousand times faster , see it yourself
i´ve set all DoF to extreme , ultra extreme DoF blurring everything extremly , normally that would cripple my FPS from 40 down to 5-10 FPS , now it doesnt do ANYTHING at all! crazy!!

Also tested it underwater , making the whole screen go blurry like crazy ... nothing , even more FPS than before

regarding Local Bitmaps 2.0 and stuff

oh yea you will probably say now, i say oh no! no Local Bitmaps 2.0 , atlast not the one i used for Build 7 :( why? it doesnt work in the new Viewer , it makes compiling impossible , i will use the old way instead which Firestorm uses aswell until STORM-64 aka Local Bitmaps 2.0 is completly done and works for V3

oh before i forget it , i uploaded a Test build of Build 3 , its just a tiny quick refresh of the shining branch which adresses this bug: SH-1427

heres the proof!











i also changed the minimum size of some "sidetray" floaters to this

Wednesday, November 2, 2011

Build 8 Beta 2 has been released! (UPDATE)

PLEASE REDOWNLOAD!
Make sure you got Beta2a

grab it here

:O

so many new shining features (see the todo list at the side)

REMINDER: dont forget to try out the new graphics panel! or i will have to do reeeeeaaaaally evil things.....like IMing you...and....and.... reminding you again! *looks seriously*

heres the finished Panel












its basic functionally doesnt change , just its look!
I call it the Streetpanel...
lemme explain it short:
- one Bar consists either of a bunch of Options that are packed together as example the 2. bar, which is the Fullscreen street, 3. the performance street , 4. the misc street
- those options are combined with | which means they are unlocked alltogether as pack (if unlocked) or they have nothing to do with each other in this case
- the 5. and 6. street is the Basic Street and the Deferred Street , options will enable more options to prevent options to be enabled that doesnt work in your current shader level , which options are activated by one previous option is indicated by a > and all at the same unlocked options are packed together (like explained above) with |


Example: Lighting + Shadows enables all following options (>) until (|) Depth of Field and Depth of Field again enables Underwater Distortion (>)
the end of a Shader street (Basic or Deferred) enables the next shader level street , meaning that enabling Glow enables Lighting + Shadows and if there would be something higher than deferred , it would be enabled if everything in Deferred street was on but because GI isnt anymore i changed the layout in this street a bit to not have a shader-street-unlocker as the last option like it was with Glow
that all sounds complicated and probably useless ...yea the information itself is useless , when you try it you will notice you will do the same as all the time *click* *click* *click* *click**click* just clicking one option followed by the next one , only that they are brought in order and with nicer graphical buttons and should also have a better enable/disable logic to prevent enabling as example Depth of Field and wondering why it doesnt work (in this example you dont have Deferred on , nor Atmosshader or Basic Shader ((we have really no idea in this example...)))

see the 2 pics for an example how the streets will enable but note that i had glow enabled in the first pic so the deferred street doesnt hide! , normally it would be hidden and show when you enable glow!

Tuesday, November 1, 2011

Build 8 Beta 2 is close

well i fixed , merged , added , changed and tweaked everywhere , Beta 2 is very close , i´ve already written a few times in my group that Beta 2 will be released when my new Graphics Panel is ready in meantime i´ve added lots of stuff as you may noticed through my last few posts , heres a snapshot of the current state of my new graphics panel

dont be shy , try it when Beta 2 is released , it will be optional like on this pic , it can be found in Preferences - Graphics 2

i also made more snapshots to show SSAO in action

No SSAO                                                                                                                         SSAO enabled






Welcome back Features!

Derendering , copy UUID of agents and objects via right click , aaaand Media Stream Info!



Sunday, October 30, 2011

Why did they take out DoF Underwater?

Question is up there , answer is unknown , i like it underwater , it does a cool underwater distortion effect without crippling fps (as long as you dont set it too high) , so i brought it back in!
like always i will try to do an Option for it :) so you can decide if you want underwater blur or not

soooo.... it can look really different depending on if you login underwater and what your settings are at , here are 2 examples how it might look

an extreme but somehow more realistic one                                                        normal underwater with my new default settings