I am not in the fan club of miring Second Life in the past. Another reason people don't stay is because all the current video games look so much better.
However that has nothing to do with something working right on one build and then not working right on the next build and then trying to hide the defective coding by forcing settings to a higher level. I'm a little taken aback that such a tactic would be suggested. Why can't someone, specifically whoever made the changes, do a diff and look at the changes and come to a comprehension of exactly why this behavior commenced? (Why when I was a group development manager at the evil empire we had to walk a mile in the snow to fetch a pail of electricity to run the build system with and.... nm) ________________________________ From: Oz Linden (Scott Lawrence) <o...@lindenlab.com> To: Esbee Linden (Sarah Hutchinson) <es...@lindenlab.com>; opensource-dev <opensource-dev@lists.secondlife.com> Sent: Sun, September 12, 2010 9:22:22 AM Subject: [opensource-dev] Severe water flicker in recent development build I'm seeing what I believe is the same problem described in SNOW-745 in our current development viewer. Second Life 2.1.2 (209297) I added some detail to the issue description. It's very irritating. I think we need to do something about it (might we be able to force Atmospheric Shaders to 'on'? That appears to suppress the problem). _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
_______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges