Re: [opensource-dev] opensource-dev Digest, Vol 9, Issue 27

2010-10-06 Thread Kent Quirk (Q Linden)
That sort of thing is more involved, I'm afraid; you have to change the control. I don't know offhand if the XUI commit binding mechanism can be made to work with only XUI change -- I kind of doubt it. If not, you'll have to change the c++ event handlers from 4 individual event handlers to one

Re: [opensource-dev] opensource-dev Digest, Vol 9, Issue 27

2010-10-06 Thread SuezanneC Baskerville
Thanks, Kent, I'm glad I asked. The keystroke, by the way, appears to be Control Shift T, not Control Alt T, on my XP system running the Development Viewer. I'd like to replace the Focus, Move, Edit, Create, and Land buttons with a list, I suppose a combo_box, to save horizontal space. How doe

Re: [opensource-dev] How is the XUI part of the interface designed?

2010-10-06 Thread Kent Quirk (Q Linden)
There's no GUI editor. However, there is a nice little assistance tool. From the login screen ONLY, you can invoke the GUI Preview tool by hitting alt-ctrl-T (or cmd-ctrl-T on a Mac). It will bring up a dialog that you can use to display any of our dialog boxes, in two languages at once if you w

Re: [opensource-dev] How is the XUI part of the interface designed?

2010-10-06 Thread Richard Nelson
Unfortunately there is no GUI editor for UI layout. We currently hand-edit XML. A GUI editor is something I've wanted to do for a while, and the framework is mostly in place. But it is still a pretty large task to undertake. R. On Wed, 06 Oct 2010 17:02:26 -0700, Robert Martin wrote:

Re: [opensource-dev] How is the XUI part of the interface designed?

2010-10-06 Thread Robert Martin
On Wed, Oct 6, 2010 at 7:50 PM, Rob Nelson wrote: > There's a GUI editor, but last I checked, only LL employees and a select few > really know how to use it;  The manual is still in some LL wiki somewhere. > > Rob oh really could Some Linden please put both on the public wiki somewhere?? -- Rob

Re: [opensource-dev] How is the XUI part of the interface designed?

2010-10-06 Thread Rob Nelson
There's a GUI editor, but last I checked, only LL employees and a select few really know how to use it; The manual is still in some LL wiki somewhere. Rob On 10/6/2010 3:56 PM, SuezanneC Baskerville wrote: There's a bunch of xml files in the Second Life program folder, for one example, floa

[opensource-dev] How is the XUI part of the interface designed?

2010-10-06 Thread SuezanneC Baskerville
There's a bunch of xml files in the Second Life program folder, for one example, floater_tools.xml, which is for the build editor. I know that we can modify these by editing the text files and restarting SL to see the changes we have made. Are they designed by creating text files from scratch or

[opensource-dev] Remaining build issues for 64bit linux standalone out-of-source (without unit tests)

2010-10-06 Thread Boroondas Gupte
A lot of fixes from my previous list have been integrated by now, so the list of remaining not-yet-integrated build fixes for 64bit out-of-source has become a lot shorter :-) . *Please note: Unit tests are currentl

[opensource-dev] Daily Scrum Update - Wednesday, October 6

2010-10-06 Thread Anya Kanevsky
Date: Wed Oct 6 == GENERAL NOTES == * Merge Monkey of the Day: Merov == DAILY SCRUM == === Merov Linden=== PAST * Sprint planning: meeting and timing * STORM-306: Lots of tests. Narrowed down the changes to *1 file*! Have some hope to pin that bugger shortly. :) FUTURE * STORM-137 : FMOD issue:

Re: [opensource-dev] Where oh where has my rendering gone?

2010-10-06 Thread Ann Otoole
Or if you have an invidia card just use the control panel and make it gray scale. At least for viewing anyway. Might not work so good for filming. From: Joshua Bell To: Kent Quirk (Q Linden) Cc: "opensource-dev@lists.secondlife.com" Sent: Wed, October 6, 201

Re: [opensource-dev] Where oh where has my rendering gone?

2010-10-06 Thread Argent
On Wed, Oct 6, 2010 at 10:57 AM, Joshua Bell wrote: > Of course, once you have monochrome output, you could tweak the shader and > get sepia-toned rendering. Old-timey SL, anyone? Don't forget the vignetting and cracquelaire effect. ___ Policies and (un

Re: [opensource-dev] Vertex Edit Capability

2010-10-06 Thread Daniel Smith
On Wed, Oct 6, 2010 at 4:48 AM, Argent Stonecutter wrote: > On 2010-10-05, at 12:58, Daniel Smith wrote: > > One of the most likely starting points I see is the terrain editor. That > is a limited mesh editor in itself. > > That would be... really horrible. The terrain editor only operates on one

Re: [opensource-dev] Latest LL viewer beta has inventory count issues?

2010-10-06 Thread Joshua Bell
On Wed, Oct 6, 2010 at 8:24 AM, Oz Linden (Scott Lawrence) wrote: > On 2010-10-05 17:43, Ann Otoole wrote: > > However I do know asset data is "vanishing". I have a ticket open and > > never looked at in respect to a humble shoe texture I created and > > uploaded to SL that has vanished from the

Re: [opensource-dev] Where oh where has my rendering gone?

2010-10-06 Thread Joshua Bell
On Tue, Oct 5, 2010 at 7:29 PM, Kent Quirk (Q Linden) wrote: > Well, it's not quite like that. To pull this off, you'd have to take > everywhere we set a color, and set it instead to its equivalent black and > white value (there's a formula that's traditionally used, although there's > no "correct

Re: [opensource-dev] Latest LL viewer beta has inventory count issues?

2010-10-06 Thread Oz Linden (Scott Lawrence)
On 2010-10-05 17:43, Ann Otoole wrote: > However I do know asset data is "vanishing". I have a ticket open and > never looked at in respect to a humble shoe texture I created and > uploaded to SL that has vanished from the asset system. Easily > replacable yes but highly annoying to know data

[opensource-dev] Esbee's Office Hour Canceled for this week

2010-10-06 Thread Sarah (Esbee) Hutchinson
I've got a conflicting meeting today, so I need to cancel my office hours this week. We'll resume next week. Sorry for the late notice, folks! - Esbee ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-

Re: [opensource-dev] Vertex Edit Capability

2010-10-06 Thread Argent Stonecutter
On 2010-10-05, at 12:58, Daniel Smith wrote: > One of the most likely starting points I see is the terrain editor. That is > a limited mesh editor in itself. That would be... really horrible. The terrain editor only operates on one axis and is extremely hard to use for any kind of precise work.