• 07Feb

    Tired of *click-whirrrr*-ing your way through Second Life?


    Help is here! Vote for VWR-2448 TO-DAY!

    This message brought to you by the Ad Council for the Egregious Use of Bolding.


  • 19Dec
    Guides, How-Tos & Tips Comments Off

    In Part 1, I talked about the different states a JIRA issue can have, as well as the different resolutions and what they mean. Today, I’ll walk you through the life of an issue, from the time it’s opened to the time it’s fixed and released. I’ll also talk about some of the challenges the JIRA process faces as it turns from an inward-facing tool to be used by trained software developers, to an outward-facing tool to be used by the general public.

    Continue reading »


  • 15Dec

    If you used the SL Public JIRA (highly recommended for all Resis, it’s neat!) then you might be familiar with the various states an issue can have. But you might not really know what those states mean.

    What’s the difference between “Resolved” and “Closed”? When is something “Fixed”, and why do some issues seem to get stuck in “Fixed Internally” for a long time?

    Read on to find out!

    Continue reading »


  • 04Nov

    void reload_vertex_shader(void *)

    (Made me chuckle. From indra/newview/llviewermenu.cpp in the SL client source.)

    Tags: ,

  • 21Jul

    It starts off innocently enough:

    BOOL LLManipTranslate::handleHover(S32 x, S32 y, MASK mask)
        // Translation tool only works if mouse button is down.
        // Bail out if mouse not down.
        if( !hasMouseCapture() )

    Three hundred ninety-six lines later, we come to the end of the function:

        dialog_refresh_all();		// ??? is this necessary?
        lldebugst(LLERR_USER_INPUT) << "hover handled by LLManipTranslate (active)" << llendl;
        return TRUE;

    One function.

    Over 400 lines long.

    Not intimidating enough for you? Here’s a sample of what some of those lines look like:

                // snap to planar grid
                LLVector3 cursor_point_agent = gAgent.getPosAgentFromGlobal(cursor_point_global);
                LLVector3 camera_plane_projection = gCamera->getAtAxis();
                camera_plane_projection -= projected_vec(camera_plane_projection, mManipNormal);
                LLVector3 camera_projected_dir = camera_plane_projection;

    This is one of those functions that makes your eyes go blurry and your head start to hurt until you curl up into fetal position and question the existence of a merciful god.


  • 26Jun
    Building, Interface, Musings Comments Off
    • At first, I didn’t think the pie-menu-edit crash affected me, but I was able to crash when I tried the repro on the PJIRA.
    • Just reading that there was a new crash when entering edit mode was enough to make my stomach tense up with anticipated guilt. I had a Victor Frankenstein moment: what sort of monster have I created and unleashed upon the world? Fortunately, I haven’t seen anything to suggest that it’s directly related to my patch. Phew.
    • In this version, I can walk and fly around with the edit window still open! It doesn’t close (and thus forget what I had selected) just because my avatar moves anymore! Yay!
    • Even when I uncheck Client > Character > Character Tests > Go Away/AFK When Idle, my avatar slumps over when I minimize the viewer or switch to a different virtual desktop (which effectively minimizes the viewer). In previous versions, my avatar would stay upright and respirating. This is a disaster: now people will be able to see how little attention I’m paying to what they are saying! (Seriously, though, I do a lot of multitasking between windows, so I hope this gets fixed soon.)


  • 25Jun

    “Edit Linked Parts” Menu Item (new in!)

    You might notice a new entry in the Tools menu for SL Edit Linked Parts!

    That’s right, the feature I added back in March and submitted to the JIRA has now made its way into the official client release! The menu item works just like the checkbox in the Build/Edit floater, allowing you to switch between editing whole linked sets of prims, or editing the individual members.

    Not good enough? You want more?

    Well then how about I tell you guys how you can add your very own keyboard shortcut… in just 3 easy steps?

    1. Open the Second Life/skins/xui/en-us/menu_viewer.xml file in your favorite text or XML editor.
    2. Go down to line 695 (or do a search for “Edit Linked Parts”) where it says shortcut="", and type in your shortcut between the quotation marks! For example, to bind it to Shift-L, you’d type in shift|L!
    3. (Re)start Second Life, and enjoy!

    A word about the format for shortcuts: Put the modifier keys first, separated by the pipe character, | (Shift-Backslash, above the Enter key). The standard order for modifiers is control|alt|shift, but I’m not sure the order matters too much. For Macs, “control” means the Command key.


  • 10Mar

    Goal: Make the “Profile Cut Begin and End” spinners visible in the Edit window while editing a Box, Cylinder, or Prism. Currently it only shows up for Torus, Tube, and Ring (and under the name “Dimple” for Sphere), but the setting does have a useful effect on Box & friends. I also wanted it to only show up when I turn on the the “AdvancedMode” preference that I added.

    Continue reading »


  • 10Mar

    Goal: Add a keyboard toggle for the “Edit Linked Parts” checkbox in the Edit window. I’ll also probably add a menu entry for it in the Tools menu as part of that process.

    Continue reading »


  • 10Mar

    Open source is all about sharing what we learn! I have been helped in the past by this wonderful process, and I have found that it gives me warm fuzzy feelings inside to help keep it going by being helpful and sharing with the world! Yay! Hugs for everyone!

    Continue reading »


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