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, October 18, 2012

2.0 (2136) Beta 3

ok guys last beta until release!

i fixed the topbar windlight buttons , regio light and some other things aswell as implemented some suggestions for the new preferences panel, the old preferences floater is from now on GONE. COMPLETLY! DONT SEARCH FOR IT.

This Beta is for testing the new stuff and reporting the remaining few little UI bugs if you find some. I will try to fix them while finishing the Release which is basically just fleshing out the UI and translating everything to German.

sorry the download is on dropbox this time , sourceforce somehow cant manage to fully upload @.@

enjoy,
Niran

Friday, October 12, 2012

2.0 (2107) Beta

For those, that uh havnt noticed...
i released a Beta of 2.0 a bit ago...
well and heres Beta #2!

Download Beta 2.0 #2

for scripters having problems with saved scripts not fully showing:
Script Editor Fix

for those having shadows EVERYWHERE starting at 140m , open the Main Menu , NV -> Advanced -> Debug Settings. Type in "RenderShadowBiasError" , set its value from -0.00X to 0.000. The problem should be fixed now.

Have fun and enjoy,
Niran

Thursday, September 20, 2012

Dark Souls - Prepare to Die

I´ve wanted to record a video of the game but the parts i recorded seem way too easy because i´ve finished them a few times already, so i recorded my second and third try on Sif the great grey wolf. Im sorry for that crap quality :/


Just look at how much life point i got, in new Game you start with 3-4 bars, i´ve got 13+ and this pretty early boss eats away my health like nothing. Even normal enemys that are absolutely worthless fighting can do that, especially on New Game+ where everything becomes 1.5-2x as strong and healthy. The only reason i can also eat his HP away that fast is because im using a pretty good high end single handed sword. My Endurance is maxed (basically its over the max and can still be increased by 2 rings that increase Health, Resistance, Carry weight and Endurance and im only wearing one of them.

 Im really happy this game doesnt allow invaders to invade you during a boss fight... THAT would be unfair. Imagine, you, 2 friends and 2 NPCs against 2 invaders and a Boss. Epic fight you will 120% lose, atlast if those invaders are intelligent and use their lag to their advantage. Yup lag, some of them lag SO hard that they attack you from 10m distance and you get hit (WTF) even if YOU are the host (invaded one), they even backstab and finish you this way, you see them backstabbing you infront of you but for them you turned your back to them so they can grab you.... its somehow a shame that PvP chokes on this because it makes fights absolutely imbalanced and unfair.

 This game really shows no mercy and to finish that game, YOU shouldnt aswell, find out your enemy´s weakness and defeat them with that knowledge otherwise you will end up dead again like a few thousand times before. Oh and rwar, does my dragon look sexy? xD

Saturday, September 1, 2012

Dark Souls - Death is what you deserve.

I´ve been quiet for some time now for a reason , not because i was secretly trying to conquer the world or something like that.. no , i was just busy playing Dark Souls which finally released for PC a week ago.
This Post is off-topic and doesnt have much to do with my Viewer , it just explains why i was quiet.

So, what exactly is Dark Souls? Dark Souls is the sequel to Demon Souls which was a console only RPG that made alot of people throw their controllers at the next wall. It was a dark , a bit of fantasy like RPG that kicked your ass really hard compared to other game difficulties. Dark Souls is even darker, harder in difficulty and longer in hours you will lose into this game, best of all it comes with the not yet released DLC for Dark Souls, all packaged up and named as Dark Souls - Prepare to Die Edition which is only available for PC atm. I got that game for my Xbox 360 aswell but... well Xbox 360 = XLive = Crap. Coop is one of the best things you can do in this game, it makes alot of passages alot easier, sadly Coop was only possible via Xbox Live which costs...monthly... so PC = Internet = Free = Awesome. But what exactly is Dark Souls all about?

You are dead. Nearly...mostly...uhm... well not at all maybe? Undead to be exact. You´re the chosen undead, a hollowed human trying to figure out the destiny of the undead. To achieve this you will start a long journey through thousands of other undead, monsters, wildlife and finally bosses.

What exactly makes this game so hard? This game doesnt forgive nearly any mistake you do, time one swing, jump, roll, block, parry or other action wrong and it could mean your death. Your enemies are hard, fast and can take alot of damage before they finally die and you will often fight against more than just one of them, making a sometimes hard fight even harder or nearly impossible but while this game maintains a huge difficult which also increases more and more the further you progress, it will always remain fair. Its either your wrong timed action, your missing situational awareness, your missing intelligence, missing luck or skill or a wrong tactic and/or equipment that can cost you thousand undead lifes... but hey, you will always be revived at the next bonfire which act as resupply, checkpoint, teleportation device (quick travel) and or upgrade spot but you will lose all your collected souls (money) and your humanity which will be dropped at your death place (or somewhere near if unreachable) and can be recollected. It will be lost forever should you die again trying to collect your stuff. On this way its hard but will never be unfair, it gives you another chance to get back your stuff, if you can manage to get it before dying again...well thats up to you.

The constantly increasing difficult is a very fascinating aspect of this game, even more that the game always shows you that you arnt god, you arnt uber. You are weak, mortal (in terms of you can die) and nearly everything in the world of Dark Souls can kill you if you dont watch out for them. Bosses are really cool examples of how this system works. When facing your first boss you sit there with half of your life points gone, a broken sword in your hands, no shield and no real armor to block its attacks. Impossible to defeat as it seems, you could defeat it even with that broken sword but it would take ages....but as all such "crazy" actions it would be rewarded. But what you do at first is run away (which is not possible in later Boss fights anymore) and find your first shield and weapon to fight with. Back with this new equipment the previously nearly impossible Boss becomes defeatable. You will encounter alot of bosses , each of them becoming more powerfull, you will become more powerfull aswell but you will always still remain far below them and Bosses will always remain challenging, even tho you can quickly dispatch alot of enemies. This is a great aspect of this game which i dont see alot in other games.

Now that i´ve finished the game i can say i´ve finished one of the hardest games to date, New Game+ starts now, Enemies become twice as powerfull and healthy but they also reward more than double the soul amount. Thinking that i can go out and kill everything with my bare fists now that im level 97 is a wrong thought. I can kill alot of enemies around me in one hit BUT they also can kill me very quickly due to their increased damage this makes it again very challenging and risky to just run in and try to punch everything in sight.

The Coop aspect of this game is a bit...complex but fits into the whole theme of this game. At a certain point you will find a white stone which you can use to place down a summon sign that will be visible to other players around, they can interact with this sign and summon you as phantom into their world making you able to interact with them and help them defeating the area boss and progressing further. As summoned Phantom you cannot lose anything, you can die however, which will disconnect and throw you out of that game yielding you no additional reward. Succeeding in defeating the area boss will yield you half of the souls the summoner gets and another humanity. You can only summon other people in human form.

You...or others can also invade other peoples world, invading is announced and yields both the invader and the invaded souls and humanity if the other one dies, much like a forced PvP duel but you can only be invaded if you are in human form.

You can get back your human form by collecting humanity and using it at one of the bonfires to sacrifice it in order to be in human form again. Beeing in this form gives you resistance bonuses and makes you able to summon friendly NPCs you might have rescued or other players that want to help other people progressing further.

There are also covenants you can enter to get special weapons , armor , skills and functions like constant and unannounced invading, dragon transformation and breath, chaos spells, special abilities and divine spells.

I´ve probably seen the YOU DIED screen aloooot on all kind of places due to normal enemies, bosses, environment, falls, traps, deep endless holes and finisher moves... but when you finish a boss or a dungeon and see the YOU ARE VICTORIOUS screen you are very happy and proud of yourself, managing an enemy that you thought is impossible to defeat.

If you can get your hands on it somehow, by a friend or something like this, TRY IT. You definetly should! You´ll bit your teeth out ;)

Our journey starts here...
"Old legends tell..."

We will be grabbed by a huge black crow... where might it drop us?
"that there will be a chosen undead..."
...Lordran, a cursed City of the undead, either you end up as hollowed or you will find out whats your destiny
Lordran has some nice sorroundings all of them look unreachable, but actually alot of them are reachable, the strange but great usage of Level of Detail makes this possible.
Anor Londo, one of the most powerfull cities, sadly its shrouded in darkness due to my actions in this city, alot of things you do has a consequence, killing the firekeeper like i did here made the sun vanish and envelop the whole city in darkness and destruction.
You will visit alot of dangerous places on your journey like this giant lava cave, getting in contact with lava is a quick way to die.
You will also visit the endless Abyss which is a dark place with absolutely nothing in it except the bonfire if you defeated the boss and the boss itself that awaits you here.
In the DLC you will fight Artorias, a Legend who has sadly gone hollow...
Boss fights like these are often easier or possible at all when you got friends (left) and NPCs (right) to help you distracting them.
The DLC Mausoleum of Oolacile looks great and shows that even not too advanced graphics can look great, it just depends on the designer, same goes for Second Life, if creators would actually put more and GOOD effort into their products, stuff would look good and wouldnt be performance bombs...sadly most creators either dont listen or ignore performance completely as they either have a way too poor PC to notice the difference or just use too low graphic settings in order to notice how bad their stuff looks.
In Dark Souls you will find alot of such dead leftovers of other people and heroes that tried the same as you, they will often yield valuable souls or equipment.
Finally... the end, i´ve taken the good ending, becoming the new Lord of Lordran.

Now that im done i can slowly start working on 1.5 again after which i will probably do a break again... to continue this game....once more

Thursday, August 16, 2012

Material System.

As some of you might have seen or heard or read in my group , Second Life´s blog or some other blogs like Echt Virtuell , Living in a Modem World etc , Linden Labs officially announced the long awaited Material system, its going to happen (not that we didnt knew that already) finally! , this means we will be able to add custom Normal and Specular Maps adding even more details and more detailed details (yup) =3

I cant wait to get my paws on it as a lot of you also might do, i will keep an eye open, and i will try to stay informed about this soon public going project.

I should also mention that as soon as the code becomes public , i will implement it and you will then able to find it in the next Release :)

For those that want to read the blog post of Linden Labs
Second Life Blog - Material System

Tuesday, August 14, 2012

Experimental Release 1.49 (1941)

ATTENTION: ATTENTION! ATTENTIONE! xD
NOTE: That red Phoenix like looking Central Dragon is NOT included. Thanks.
UPDATE: 32bit version available, enjoy as long as this pointless 32bit compiling continues.

i´ll keep this rather short this time
I need your feedback , lots of it , buy me some buckets of it!

User Interface:

As promised in my group and several other places this update i´ve focused on my Skyrim Preferences Panel, which should be now to 90% functional, and thats where i need some help. YOU will have to test it out , give me feedback about it , what could be done better , where and why. Also you should report any feature or button that is not working so i can create a list what i still have to implement. As it is now my new Preferences Panel replaces the Preferences Floater which can still be accessed by going into the main menu (NV - Edit - Preferences) which you will probably have to do a few times for some options due to not all of them working in my new Preferences Panel yet.

I´ve added again 2 new loadingscreen pictures in order to bring even more nice scenery to your teleport screens! Those are:



both taken in 6000x3306 and are downsized to 1200x6xx for the loadingscreen making them ultra antialiased with superior quality :)

Gamma Correction and Tone Mapping can now be invidually activated , not needing each other anymore , in the same change i´ve reorganized the whole Graphics panel a bit , moving the Reflection , Light and Shadow amount to the left side , render attached particles/lights to the top general options set and adding the experimental Save/Load & Backup setting presets system.


Preferences Panel:

What i´ve planned for it is that i will allow the background transparency beeing adjusted via a general slider that will always be visible when its open. You will also be able to disable the background blurring when Deferred Rendering and Depth of Field are on and obviously i will try to move all functionality from Preferences Floater to Preferences Panel. I will also try to find a way around that little problem when you open joystick prefs as example , it will open BEHIND the panel forcing you do close it in order to use it... i will probably make a combination of allowing you to set transparency to 100% and allowing clicking through the panel , it will allow you to just tone down the background and use the floaters without having to close the panel itself.


Rendering:

A bug has been reported that when you disabled Shadows while Deferred was active , Deferred and all its containing options would become unavailable and not checkable again, i´ve fixed this issue , it was caused by a shader i forgot to take out a line that has a non defined word in it , causing the whole shader not to compile and deferred getting disabled in its whole due to Linden´s awesome incremental shader disable system which will incrementally disable all features/shaders that fail to start/initialize/compile no matter the reason.

Release:

This Release only comes with a 64bit version of it at start , i might do the 32bit tomorrow.

Note:

Due to some conversations with Inara Pey about Server issues , i´ve teleported to a few SIMs , trying to reproduce it and also turned up Draw Distance to 768m , resulting in about 16+ SIMs getting fully loaded and rendered while Deferred with Shadows were active. 10 FPS while doing so, after leaving that SIM and turning Draw Distance back to my usual 64m i´ve checked my memory usage which was surprisingly low with 1,25GB in a half full SIM (which probably used 250mb of those at this moment), which is awesome and tells me that the Viewer finally scraps shit out of memory as it should when leaving SIMs, that means for YOU , you can stay online for an extended period of time without crashing due to out of memory :)

Version:

The Viewer is again updated to the very latest Viewer Development code and therefor now is absolutely up to date with Viewer Development , Pathfinding and HTTP.

before you start downloading i would like to focus your attention on a cool music album i´ve recently found and listened non stop.
Lapfox - Figurehead Remastered
For everyone that might be wondering , yes those are "songs" created by a Furry , therefor i call it Furry Music.


ugh... i´ve written a whole blogpost... i wanted to cut it short...
anyway , enjoy
NiranV

Changelog


1.49 Experimental

MAINT-113 Fix for flashing property lines when selecting objects.
added lots of features , panels , tweaks and work to new Preferences Panel (WIP)
added 2 new loading screen pictures
added experimental save & load settings preset function
added new Pathfinding LSL functions to LSL editor dropdown
added High Precision , Gamma Correction and Tone Mapping to Sidebar
added Glow Warmth weight sliders to lighting panel (non functional atm)
added Glow Luminance weight sliders to lighting panel (non functional atm)
cleaned up some code files
removed old windlight shiny option from Machinima Sidebar
switched Preferences Panel key combination to CTRL + P
moved render attached particles and lights to general options instead of deferred
tweaked Gamma Correction and Tone Mapping not beeing dependant from each other and High precision
fixed UI Preview locking at higher size than its default was when trying to resize it
fixed shader initialisation error causing Deferred to be locked out
fixed autoreplace floater having a too black background
merged Linden Development

Monday, August 6, 2012

Release 1.48

NOTE: For those using the 32bit version, the EXE is named NiransViewer.exe not Nirans Viewer.exe , i forgot to rename it in my haste.

Hello and welcome in my World Domination plan... i mean.. uh...uhm....
*rolls eyes*
uhhhh...

User Interface:

Uh there has been done a lot here some changes i dont even know about :Q (Pathfinding)

As promised long ago there should have been a loadingscreen tips floater showing all available tips that can be displayed while teleporting/loggin in/out, and here it is! also while beeing at creating it i added 8 new tips along with 11 new loading screen pictures! wooooo!

Some pathfinding options have been implemented into normal and pie menus when right clicking an object , which will open the linksets and characters floaters. Object pathfinding attributes will be displayed in object task info for the time beeing... because there was no space in my tools floater anymore (which will get redone anyway), that means for you that you will have to right click and select object profile in order to see the object´s attributes.....ooooor you just open the linksets/characters floaters.

Did you know there was an E-mail display that is supposed to show your current E-mail address your offline messages will be sent to? i didnt, but i dont care anymore because its back anyway! hihi...

I moved the Progress panel on top of the whole main User Interface again, it looks better and it serves no real purpose to do anything in IM or Inventory while teleporting for 1-2 seconds if its not lagging badly.

I´ve removed the ability to toggle login start location combo and show server combo because its absolutely and totally pointless, its the login screen NO ONE CARES if theres 1-2 more widgets on a login screen that has been CREATED FOR THOSE BEEING THERE.

Rendering:

As suggested i´ve merged further upwards Exodus´s Renderpipeline to get the newest Tone Mapping , Gamma Correction etc. Personally i wasnt able to become friends with the new look of it yet... i simply havnt had enough time ...and then there were those.... people...called users....that were talking inbetween aswell wanting a more colorful tone mapping n stuff... so dont wonder if it looks more crap than before now , this needs serious redo now.

Fixes:

Me found fixes for crash when right clicking and selecting edit, i couldnt reproduce them anymore since 5-6 days so i can just guess that they´re fixed.

Vertical/Horizontal tabbing switch didnt work since Linden Code merge, the code for it was lost during merge. happens. Its fixed now and should work again , i also fixed the default conversation floater width to not cut the group list half off.


Also lost in Linden Code merge were my inventory system folder icons which should be different now again. :) Oh and for those that were curious about the My Favorites folder...i renamed it to Favorites because we all know that those are ours, we would probably have a few AR´s sticking in our ass if we could actually see or manage other people´s "Inventory" without loggin in with their account.

Default Window Resolution was increased from 1024x768 to 1280x720 to make the first start look good for the user , in this case to make the youtube video playing in login appear without black bars at the top and bottom.

I fixed glow only working in Deferred when Depth of Field was enabled, which personally wasnt annoying due to me having DoF on at all times, but it was annoying that when you clicked on your HUDs or selected an object in Edit mode, it vanished aswell due to the viewer disabling DoF in those cases.

I fixed all Focus Offset spinners not working due to them beeing Vector3d´s , the code i´ve written was for Vector3´s so the viewer was complaining about those not beeing correct values.

Friendlist rezzing lag is now absolutely minimized , even with a 200-300 big friendlist like mine :)

HTTP Project:

HTTP Project has been merged against all voices that said "no its dildos." I cant see a difference...seriously... HTTP was always slow for me and its still extremly slow , so i will probably just switch to UDP again, you can try and enable it, it can be found still in Display & Sound - Advanced Graphics - Textures - HTTP Get Textures.

Pathfinding:

Pathfinding has also been fully merged and is pretty much completetly supported now except.... the above mentioned little problem that i havnt had space for the attributes in build floater....and the thingy with the Havok License, you know... i wont get one 1. due to me not fullfilling all requirements and 2. me not wanting to sign another preorder new washing machine form.

Crash Statistics:

Some , all or none of you may have noticed that my Viewer didnt appear in the upper TPVD crash list this week... well Oz explained me that it isnt my fault, they had a little problem with collecting those crash statistics, so dont worry about it... (i was running up walls , turning my viewer upside down already....)

Version:

For those beeing curious, my Viewer now runs on 3.4.2 meaning it has 3.4.1 (Official Version) completely incorperated and is now on the way to 3.4.3

Snapshots:

















enjoy,
Niran

Changelist:


1.48

added Loadingscreen Tips Floater to show all tips displayed while loading/tp'ing
added refresh button for XUI Preview floater
added texture for missing asset
added pathfinding sub menu to pie menu for objects
added leave group button to button panel at the bottom in people floater
added 8 new loadingscreen tips
added 11 new loadingscreen pictures
added rotationdegree changes when selecting a layout at login
added some missing strings to tools floater
added pathfinding attributes display to task info
added current email display to which your offline messages get sent if you wish so
fixed right click edit crash (couldnt reproduce anymore)
fixed all inventory system folders having the same icon
fixed own webprofile having a small scrollbar on default opening size
fixed horizontal/vertical tabbing option not working
fixed glow only working in deferred with active Depth of Field
fixed (potential) moneybag button cutting balance display for some users
fixed a broken color definition
fixed group list getting cut with default tabbed IM width
fixed lots of logspam
fixed some graphic panel spinners not clickable
fixed Focus Offsets not working and complaining about wrong data
tweaked avatarlist items more to minimalise UI creation lag
tweaked Pathfinding floaters to be more compact
tweaked keyboard layout change code so that it can be changed without relog
tweaked featuretables , should finally prevent glowpow set to 9 and treeLOD to 0.5 by default
tweaked tabbed IM tab textures for a way better look
tweaked default window size to 1280x720
tweaked max values for camera preset editing, allow up to 10
tweaked Tone Mapping defaults due to different Tone Mapping behavior
tweaked default depth of field settings a bit
moved Progress Panel on top of the User Interface again
removed ShowStartLocation Debugs
removed ForceShowGrid debug
removed FriendListShowPermissions debug
removed NearbyListShowIcons debug
removed and cleaned up NextLoginLocation debug and its functionality
removed high res snapshot menu entry
removed menu entries to disable showing permissions and profile icons in lists
removed all show grid at login options and menu entries
removed all show location combo at login options and menu entries
renamed "My Favorites" folder to "Favorites" both english and german
cleaned loginpanel internally up
cleaned settings.xml up
updated special thanks page
merged Tofu's SSAO haze fix, also made it a float again so it can be controlled via UI easily
merged Pathfinding
merged HTTP Project
merged Exodus's Advanced Tone Mapping
merged Viewer Development , fixing the Friendlist loading lag

Monday, July 30, 2012

Release 1.47 (1788)

WARNING: Previous Warnings still warn!
NOTE: Experiencing problems? = clear settings & cache , then ask in group!
Tip of the Day: F2!!!!!

This week was supposed to be a fixing week!

User Interface:

The new preferences panel now has subpanels collapsing and extending when needed, not all of them work yet but the most important ones do. Im making progress here =D. Previously mentioned options still dont work however. Preferences will also just be drawn/rendered and updated now when its really visible for the user , this should counter any FPS loss that might be caused by displaying the preferences panel.

Preferences panel will now also blur the background when opened , this is done by setting Depth of Field to 0 causing it to extreme blur , in order to counter the FPS loss for this action your effective rendering resolution will be reduced to its half until preferences is closed , which will revert both back to their initial values. Later on this will be deactivatable.

One achievement (stay 100h online in total) had a gold medal icon instead of its correct platin one.

The FPS counter will be displayed as text by default now instead of as bar.

Fixes:

Glow strength and Camera Field of View were always reverting to my precoded defaults after a teleport, this should be no more from now on! means you can finally haz custom glow strength and camera fov.

Fixed some color palette entries which the viewer was complaining about. Absolutely trivial.

Disable left-click sit/touch were wrong labeled with "Enable left-click sit/touch" this is now fixed and it shouldnt confuse anymore!

Windlight:

I added a modified Linden default water preset with my water texture for Tone Mapping. Its called "Default Tone Mapping", try it out!

Coming updates:

Next week i will focus on merging Pathfinding and most likely also the new HTTP.

Another week later i will focus on finishing the preferences panel and moving everything from preferences floater to preferences panel.

I might also take a look into the build floater soon , im thinking of changing it into a Blender/Cinema/3D Studio like side-toolbar.

Snapshots:

Tone Mapping (left) vs Deferred without Tone Mapping (right)
















Changelog:


1.47


added "Default Tone Mapping" water preset
added DoF blur to background while preferences panel is open
added basic behavior to preferences panel
added subpanel buttons to preferences panel
added most sub panels to preferences panel
fixed some missing color palette entries
fixed camera angle and glow strength reverting to defaults after teleport
fixed disable left click sit/touch beeing wrong labeled as enable
fixed 100h achievement having a gold medal instead of a platin one
changed tone mapping defaults slightly to be more bright in overall
changed preferences panel to only draw it when its really visible
changed FPS counter to text by default



1.46(.1)


fixed Outbox and Machinima sidebar toolbar icons not found
fixed login layout selection
fixed Viewer not initializing when no settings were present
fixed the Viewer crying about a Debug called WatchdogDisabled which doesnt exist
fixed the Viewer using Second Life´s default Cache location
removed some internal features that served no purpose atm

Wednesday, July 25, 2012

Release 1.46

WARNING: OPENGL COMPATIBILITY OPTION IS STILL DANGEROUS! ASWELL AS VERTEX ARRAY OBJECTS!
NOTE: IM SORRY THAT I WONT SUPPORT OPENSIM.
NOTE #2: PRESS F2!!!11!
NOTE #3: IM ALSO SORRY ABOUT THE DELAYED RELEASE. HAD TO FIGHT THOSE THINGS CALLED EMOTIONS!
NOTE #4: INITIAL FREEZES ON LOGIN STILL HAPPEN BUT ALOT LESS , PROGRESS!


UPDATE #2:
Fixed 64bit and 32bit versions are up, this fixed release also comes with some small additional fixes, read them below, thank you for your patience.



1.46(.1)
fixed Outbox and Machinima sidebar toolbar icons not found
fixed login layout selection
fixed Viewer not initializing when no settings were present
fixed the Viewer crying about a Debug called WatchdogDisabled which doesnt exist
fixed the Viewer using Second Life´s default Cache location
removed some internal features that served no purpose atm

UPDATE:
The Settings issue has been fixed. I will now start compiling 2 new versions that contain this fix. You will laugh when you hear what was causing it. A fix that fixed a crash when setting overall graphics to low. Will update when the new Downloads are available.

 ___________________________________________
|                                                                              |
|=======<WARNING DANGER AHEAD>======= |
|___________________________________________|
*LOUD SIREN*

Remember kids , when playing with Nirans Viewer you should always keep above in mind!
It may not save your life.

Ok. Lets get to the Release cuz...


Purple rapist sergal wants to share something with you!

Its an exciting one because UI changed. Drastically. Everywhere. Just preferences...

User Interface:

Gentlementlementlementlemen, may i show you Preferences 2.0?



Im making a new , obviously Skyrim inspired preferences panel , that again hopefully makes stuff a bit easier. Without logical categorisation like before. As for now it can be shown via F2 key and will later hopefully fully replace CTRL + P preferences floater , no more prefs floater floating around , just a plain , fullscreen preferences panel, that hopefully looks and feels smoother than the static preferences window.

IMPORTANT: Be sure to tell me ideas for this new preferences panel , also report any feature that is NOT working. Basically those should be all color selectors, camera preset editors , nearly all tone mapping settings and some others and YOU are here to find those "others".

NOTE: The background blur effect was done manually via DoF and will later happen automatically if DoF is enabled and if this feature itself is enabled.

I also fixed the graphics panel internally which was necessary for the new preferences panel , in order to prevent the quality dropdowns from flying around.

I removed the Darkness Default skin from the skin selection , because it wasnt available anymore anyway but could lead to problems when selecting it. I also added the long missing Ashen blood preview image to the skin selection :) aaaand i enabled Azure skin again , which should now work mostly correct. If not please tell me.








Rendering:

A few fixes here and there , some tidy up in the rendering pipeline and now fully fixed Alpha´s and Flexis HURRAY!

I´ve redone the Tone Mapping defaults to look even more like the old one , the old remake was crap, this one is better and for an even better better old style look try the "Tone Mapping" Windlight Preset i made. In all other circumstances it should look pretty ok and normal.

Sunshine:

Project Sunshine has been merged into my Viewer up to what is most recent and open for everyone to see at the moment of merging. I am not sure if it works as it should , i havnt taken a look into the Project page yet which probably list some SIMs that support server side baking. If you want to try it , you can enable server side baking via Debug Settings -> UseServerTextureBaking. You will need someone else in order to check if it works correctly.

Linux:

Well , sadly Miguael left me again , this time forever as it seems. He couldnt stand my absolutely annoying , bad and ignorant habits and characteristics :/. In that case i wish him good luck for whatever he is doing now , probably continueing his own Viewer ArtVi based on my Viewer. This probably means that Linux might be left behind for this Release aswell, however i will post an update if anything changes.

Mac:

I have to clear some things up here , due to more and more Mac users becoming interessted in my Viewer.
I dont have a Mac compiler , nor a Mac PC , nor someone with a Mac that could do it. Theres this really crummy thingy about crosscompiling i WONT do. It makes trouble. Alot. I wouldnt even be able to test it.
Sorry :/

Performance:

Some users might experience extreme and constant FPS drop. This is sadly usual. Thing is, my (may it be called totally fucked up) old version was so "fucked up" and missing so many patches and fixes that it became incompatible with what is most important for this Viewer. Shining. Shining is the repository/workflow often seen as the rendering interessted side of development. Those issues are tagged as SH-XXXX , they add , fix or remove rendering related stuff, you may remember that this Viewer is all about rendering. And some secondary things. However , merging shining to find out that it doesnt work anymore pretty much destroys the whole purpose of this Viewer , so i had to give up the old "fucked up" code that somehow ran very fast and stable for a lot of people , to continue further on. I´ve replaced this code mostly with Linden Development , that means all bad habits and behaviors the Linden Viewers have , will most likely find its way into my Viewer + ALOT more. Im working on fixing them , or finding someone to do it. It will take lots of time and fuckups to get this Viewer back to what fucked up state it had when i left it behind , please keep that in mind.

Snapshots:

NOTE: All those pics have been shot at a Resolution of 6000x3306 and higher!








Enjoy,
Niran *pawprint*


Changelog:

1.46


MAINT-1262 Fix for crash when setting graphics to Low
MAINT-1161: non standard sea level not correctly rendered around private islands.
MAINT-1147 Don't rebuild volume meshes on region crossing.
MAINT-840 VWR-28604 DEV-2548:  [PUBLIC]Object by multiple creators shows creator as "(unknown)" in Inventory.
MAINT-775 Fix for particle index pool corruption on teleport.
MAINT-646 Factor std::vector out of lloctree
MAINT-442: [PUBLIC]Unable to change parcel restrictions for a scripts-disabled parcel in a damage-enabled region.
tweaked all Spellcheck floaters
tweaked UI Preview floater
tweaked default Tone Mapping preset to be even more old style like
fixed lots of warnings , also added new ones ;)
fixed some internal labelings in a few of my files
fixed Ashenblood having no preview texture in skin selection
added a completely new stylish preferences panel (WIP)
removed darkness default skin from skin selection
updated DejaVu Fonts to 2.33
changed bzip2 to xz compression
enabled Water Reflections to be changed on the fly without having to reload shaders
moved Only Friends and Groups can call or IM me to Privacy panel
moved Azure into seperate skin , Darkness into default and fixed lots of problems with that
merged Project Sunshine (disabled by default)