WOW

Hi Toni - this sounds great! Looking forward to this.
I just looked quickly at the new release and noticed some things with the
3dcanvas in naali 0.3.4:
- Website displays nice on the prim, but after clicking on it just can see
the native plywood material
- strangely some youtube videos work, some others not (maybe i made
something wrong?)

About the 3dcanvas: is it possible to align and scale it on a surface like a
texture before, or is there a different approach to display just certain
parts of a website on an object?

Cheers
Pedro

On Mon, Nov 22, 2010 at 5:33 PM, Toni Alatalo <[email protected]> wrote:

> On la, 2010-11-20 at 13:26 -0800, MasterJ wrote:
> > i already have a problem in build mode i don't know how i turn that
> > off but actually i can't click on ruler for use it i need to click
> > directly on the numbers (x,Y,Z) for mod them.
>
> It's a bug in the release, thanks for reporting! We'll publish a bugfix
> release (again..) tomorrow. There was also another bug that Matteo
> noted: the alt-leftclick cam didn't work, that's also fixed now.
>
> The 3d editing one happened due to a refactoring which was finished
> recently (a few days) before the release -- the
> arrows/manipulator/3dgizmo is now made generic in the code so that it is
> not limited to only moving/rotating/scaling normal scene objects, but
> can be given attributes from any e.g. own custom entity-components for
> manipulating. For example if you make a mounted weapon that shoots to
> some direction with custom code, can use that builtin 3d widget to
> rotate the shooting direction. Nathan did that work and tested it, but
> it requires a new EC which accidentally wasn't included by other people
> who made the release build and no one noticed. Oops.
>
> I think in the future we could have an extended release candidate period
> -- now it's been just a day or two without much announcing, so has been
> just a couple of devs testing a little I think, so these have gone
> unnoticed. Perhaps from now on we announce them here and give a week for
> anyone to test?
>
> The next release is now planned to be 0.4.0 with a couple of major
> changes: there's a new entity-component data synchronization mechanism
> in Naali develop now (since today) for usage with Taiga 0.2, and the
> Enne folks have started to integrate their external ui widgets + menu +
> docking module. Let's see how these work and progress and make test
> builds available as soon as it makes sense.
>
> Otherwise most of the development is happening now in the Tundra branch,
> and if things work out well that becomes Naali 0.5 later .. which will
> ship with server module and support for the new protocol used with that,
> but which continues to work against vanilla OpenSim and Taiga too. If
> someone here doesn't know what this Tundra experiment is about, Antti
> blogged about it now in
> http://realxtend.blogspot.com/2010/11/tundra-project.html
>
> If someone wants to help us test the Taiga (i.e. opensim+modrex)
> compatibility of the Naali client in the 0.5 candidate branch (aka.
> Tundra branch), I uploaded a suitable zip of a windows build to the
> google code downloads on Friday,
>
> http://code.google.com/p/realxtend-naali/downloads/detail?name=naali_0.5.0-prealpha-with_uimodule-20101119.zip
> . That build is not suitable for using the Tundra server -- it does ship
> with it, but as the normal Naali GUI doesn't have means to login to it
> yet, you can't do any Tundra stuff with that :p Also this build does not
> have anything new compared to 0.3.4, actually is a bit older (a week
> before 0.3.4 perhaps), so is only for testing Taiga compatibility and
> not useful for any usage. There is one known issue: flying is either
> disabled or doesn't work, I don't know yet why. Antti Ilomäki here has
> been testing it otherwise and has found that otherwise things like
> webviews etc. have been working.
>
> We regularily pull all the new code from the main develop to the tundra
> branch, so everything coming to 0.4 will be in due time in the branch
> for the possible 0.5 too.
>
> If the client in the Tundra branch with the support for the alternative
> protocol etc. doesn't somehow work well with Taiga in the end, we have
> to start maintaining two clients .. one for OpenSim/Taiga servers and
> another version for Tundra servers. If this would happen, we need to
> bring all the server-independent improvements from the Tundra branch to
> mainline Naali .. especially the Javascript support has been worked on
> there a lot. Oh and it has a physics module using Bullet which we'll
> hopefully get to use for client side physics too (now is used only in
> server mode). But so far seems good, hopefully we can merge in due time
> (in December).
>
> For actual Tundra usage, there are already nice example scenes and
> application demos in the repo that some adventurous folks on irc have
> already tested, but as there are little usage info docs etc. yet I don't
> recommend anyone to try it yet. We'll see during this week when and how
> could make a first release with which it's easy to try out fun things --
> I think we can do it soon, 'cause the tech is now there. And there's a
> bigger demo coming out later but that's another story.
>
> > MasterJ
>
> ~Toni
>
> >
> > On 20 nov, 22:18, Antti Ilomäki <[email protected]> wrote:
> > > Another three weeks and another Naali release. This time the theme is
> > > about great power and great responsibility with some flash thrown in
> > > in the form of basic flash support for the webview. From now on server
> > > admins have access to a feature that enables them to save entire
> > > scenes or parts of them, and programmers can include Python modules
> > > downloaded from the web into their applications. Full changelog
> > > available here:
> http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Versio...
> > >
> > > Download the 0.3.4 viewer here:
> http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Versio...
> >
>
>
> --
> http://groups.google.com/group/realxtend
> http://www.realxtend.org
>

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