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Besides the server improvements, and everything that works in the background, which Shinies would you like to see that hasn't arrived yet?

mine would be motion blur, it would give a more natural sense of movement.

the capability of choosing at which speed would you like to walk, and how many steps would you walk with one click of a keyboard button.

mirror reflections, beyond the capability of adding max shine to an object, more like the effect that water have to mirror the environment.

with those features, besides performance improvements, I think that Second Life would be very complete.

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I don't want any of those things.

I just want the edit menu to stop opening up directly over the item you are trying to edit. Would that really be so hard, guys?

It's deliberate malice, I remember a Linden used to laugh at me when I complained about this. Why wouldn't it bother the Lindens so much that they, too, wouldn't want to get rid of it? Because they don't really edit things in world that much.

Yes, you can physically move that detachable menu to the side. But it's an extra step. And ANNOYING. You HAVE to move it because you can't see your work, you can't see what you're doing if you want to, say, stretch a prim or unlink a prim and recolour something or any sort of edit -- it blocks your view of the object

If you have a whole bunch of things to edit in a row, it really becomes super annoying, as each new thing you reach to edit pops up the menu that then blocks your view.

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/me takes a deep breath...

Scripted Windlight is coming, but I also want scripted depth of field. So we can have live & variable DoF depending on water depth/cloudyness/murkyness and depending on fog/cloud thickness or depending on humidity, all dictated by change in environment.

Animesh is coming, but it doesn't support body shapes and anything that deviates from the standard skeleton, small, large, short, tall, wide, fat will look like crap.

Animesh also needs to support scripted rigging of legacy content especially heads, accessories and weapons as there is an immense amount of great existing content that is being left out. https://jira.secondlife.com/browse/BUG-134018

Animesh also needs to support scripted rigging of sitters so creators don't have to create complicated animations that borrow existing bones along with cumbersome rigged mesh to fake scene sitting or riding. https://jira.secondlife.com/browse/BUG-100864

Scripted camera control reform including the abilities:

- freely follow a global target other than owner with local pos offset w/ optional static global cam pos. https://jira.secondlife.com/browse/BUG-6325

- freely follow a target agent's bone ID (IK cam) with local pos offset w/ optional static global cam pos.

- put agents into or take them out of  mouselook https://jira.secondlife.com/browse/BUG-7459

- reset the cam because if it is manually focused only ESC or controls will reset it https://jira.secondlife.com/browse/BUG-9719

Animation reform including the abilities:

- scripted bone posing https://jira.secondlife.com/browse/BUG-11407

- new animation function with abilities:

-- inputs that override the animation's priority, fps, ease in/out, start frame, end frame, loop, reverse, etc.

-- inverse kinematic support, align agent A's bone to agent A's other bone, align agent A's bone to agent B's bone, align agent's bone to global pos

For experiences:

- Scripted Experience applying, something that actually already existed before LL deprecated it. https://jira.secondlife.com/browse/BUG-11693

With this, trusted third parties can offer experience based products, because most land owners are not scripters and cannot setup experiences over their own land without involving bringing in and maintaining scripters for hire or luck out having associates that are scripters to design experience components.

- Larger script compiles at least with experience compiled scripts. https://jira.secondlife.com/browse/BUG-8761

- Get mod time of kvp keys to make cleanup protocol more efficient https://jira.secondlife.com/browse/BUG-41363

Better land owner tools/controls such as:

- Resouce control: https://jira.secondlife.com/browse/BUG-3854

- Block rezzing of content created/last owned by agents on the parcel banlist https://jira.secondlife.com/browse/BUG-11653

- Scripted option to delete rezzed copyable objects in times when existing scripted return function cannot return masses of prims https://jira.secondlife.com/browse/BUG-8383

- Increase parcel banlist size to 500 or more https://jira.secondlife.com/browse/BUG-11726

- Scripted freezing of agents https://jira.secondlife.com/browse/BUG-20065

- A prim counter that returns not just land impact, but also prim count and object count https://jira.secondlife.com/browse/BUG-40888

- Let land owners know how many scripted prim returns are possible https://jira.secondlife.com/browse/BUG-41296

To better existing products and open new possibilities:

- Mouse hoverover tooltips for HUDs that have icons instead of text on buttons https://jira.secondlife.com/browse/BUG-100720

- A more comprehensive push function along w/ push detection https://jira.secondlife.com/browse/BUG-41082

https://jira.secondlife.com/browse/BUG-10417

- Additional paramters for castray https://jira.secondlife.com/browse/BUG-7842

- Determine if active landing point exists over parcel https://jira.secondlife.com/browse/BUG-5948

- Find text in notecard instead of looping through hundreds/thousands of lines https://jira.secondlife.com/browse/BUG-4906

/me dies from lack of oxygen...

Edited by Lucia Nightfire
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4 hours ago, Prokofy Neva said:

I don't want any of those things.

I just want the edit menu to stop opening up directly over the item you are trying to edit. Would that really be so hard, guys?

It's deliberate malice, I remember a Linden used to laugh at me when I complained about this. Why wouldn't it bother the Lindens so much that they, too, wouldn't want to get rid of it? Because they don't really edit things in world that much.

Yes, you can physically move that detachable menu to the side. But it's an extra step. And ANNOYING. You HAVE to move it because you can't see your work, you can't see what you're doing if you want to, say, stretch a prim or unlink a prim and recolour something or any sort of edit -- it blocks your view of the object

If you have a whole bunch of things to edit in a row, it really becomes super annoying, as each new thing you reach to edit pops up the menu that then blocks your view.

MY edit menu is ALWAYS at the side where I put it a long time ago, if yours keeps opening elsewhere, get a better viewer...
 

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8 hours ago, Prokofy Neva said:

I just want the edit menu to stop opening up directly over the item you are trying to edit. Would that really be so hard, guys?

Assuming you mean the Edit floater/box, I don't understand what the problem is. Also assuming that you mean above the item and not over it in the sense of covering it, it wouldn't work very well. Say you have an object that you want to edit. You've positioned it to somewhere near the middle of the screen, and you open the Edit box. Depending on how close your view is to the object, the box could very easily, and possibly most often, appear partly off the top of the screen, so it would need to be moved anyway. The same would happen if it opened at the side of the object, or below it. And, of course, sometimes the object is much bigger than the screen, and there is nowhere above, below, or to the side that the box can open.

Like Klytana, my Edit box always opens at the side of the screen - top left - and I have no difficulties at all with it's position when editing something. I don't understand what the benefit of it opening above the object would be.

ETA: Having just read Theresa's reply below, I realise that I completely misunderstood what you wrote about the Edit box. I got it the wrong way round.

Edited by Phil Deakins
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1 hour ago, Klytyna said:

MY edit menu is ALWAYS at the side where I put it a long time ago, if yours keeps opening elsewhere, get a better viewer...

I suppose you mean the edit window, not the menu?

Those popup windows are always in the way no matter where I put them. They ought to be floating in the air outside the computer screen, that's the only good solution. But I've been told there are some technical problems with that.

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17 hours ago, Canoro Philipp said:

Besides the server improvements, and everything that works in the background, which Shinies would you like to see that hasn't arrived yet?

Sorry, I don't speak English but from the other replies it seems "shinies" means Great New Features...

A resource accounting system that enocurages efficient content (not just low lag and/or low prim but content that actually makes the most out of available resources) is on top of my list. I think that would be the biggest single improvement possible and the only ones in SL who wouldn't benefit from it, are ripped items resellers who would never be able to learn how to optimize their loot for SL.

A sensible user interface is next. We have had occasional discussions about how the newcomer tutorials are designed but the problem isn't actually how they are made, the problem is that they are needed at all.

Next is... Oh no, there are so many things, I can't list them all. I'm surprised nobody's mentioned mirrors yet though.

(Edit: Woops, Canoro mentioned mirros in the original post! how could I overlook that? Sorry.)

Edited by ChinRey
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8 hours ago, Prokofy Neva said:

I don't want any of those things.

I just want the edit menu to stop opening up directly over the item you are trying to edit. Would that really be so hard, guys?

It's deliberate malice, I remember a Linden used to laugh at me when I complained about this. Why wouldn't it bother the Lindens so much that they, too, wouldn't want to get rid of it? Because they don't really edit things in world that much.

Yes, you can physically move that detachable menu to the side. But it's an extra step. And ANNOYING. You HAVE to move it because you can't see your work, you can't see what you're doing if you want to, say, stretch a prim or unlink a prim and recolour something or any sort of edit -- it blocks your view of the object

If you have a whole bunch of things to edit in a row, it really becomes super annoying, as each new thing you reach to edit pops up the menu that then blocks your view.

It doesn't. I just edited several things and built a new cube. The edit menu came up and stayed at the side of my screen, where I placed it long ago. I'm using the current Maintenance release of the Linden Lab viewer. Sounds like you're in Margaritaville again.

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1 hour ago, Theresa Tennyson said:

It doesn't. I just edited several things and built a new cube. The edit menu came up and stayed at the side of my screen, where I placed it long ago.

Maybe I misunderstood but I think Prokofy was talking about the menu, not the popup window. A popup menu appears where you click on the screen in the SL viewer, in all tpv viewers and in all other computer programs I've ever seen.

Edited by ChinRey
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2 minutes ago, ChinRey said:

Maybe I misunderstood but I think Prokofy was talking about the menu, not the popup window. A popup menu appears where you click on the screen in the SL viewer, in all tpv viewers and in all other computer programs I've ever seen.

Yeah but the right click menu hardly does what Prok claimed, prevent you editing the thing by blocking your view...

9 hours ago, Prokofy Neva said:

Yes, you can physically move that detachable menu to the side. But it's an extra step. And ANNOYING. You HAVE to move it because you can't see your work, you can't see what you're doing if you want to, say, stretch a prim or unlink a prim and recolour something or any sort of edit -- it blocks your view of the object

That isn't a description of a right click menu, that's a description of the edit floater window. Now we all know Prok refuses to use anything except the Official LL Virtual Inferiority Viewer, but even so, this does sound a bit like...

9 hours ago, Prokofy Neva said:

It's deliberate malice, I remember a Linden used to laugh at me when I complained about this.

... another round of [shrug] "Prok-Tin-Foil-Hat Syndrome". [/shrug]
 

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28 minutes ago, ChinRey said:

 I think Prokofy was talking about the menu, not the popup window.

in my opinion in that case even more a O.o moment .. you can't edit the object in any way as long you don't have the editing tool ... so what's unconvenient having the menu on your screen for 1  second... i never had my objects running fast away to prevent editing while i click to get the edit tool.

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2 hours ago, ChinRey said:

Maybe I misunderstood but I think Prokofy was talking about the menu, not the popup window. A popup menu appears where you click on the screen in the SL viewer, in all tpv viewers and in all other computer programs I've ever seen.

Yes, but that's not the "edit menu". It's merely a menu, in which you can click 'Edit' - and it can't be moved like Prokofy described. I'm sure that she was talking about the Edit box/floater/window/tool/call-it-what-you-will, even though what she described simply doesn't happen, unless she once placed it above an object that she edited, probably in the middle of the screen, and hasn't moved it since.

Edited by Phil Deakins
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15 hours ago, Canoro Philipp said:

mirror reflections, beyond the capability of adding max shine to an object, more like the effect that water have to mirror the environment.

Rudimentary mirrors are already possible. There's a patch on STORM-2055 - Real mirror reflections on prims
We just have to persuade @Oz Linden to add them  :D

 

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4 hours ago, Marianne Little said:

A very small thing. The possibility to adjust full bright with a slider. Same as glow has. That would be nice.

And sorry, if that already is implemented in a viewer. Not in Firestorm, the viewer I use.

It's not quite what you want, I realize, but creators can get that effect for their own textured surfaces using the "Emissive mask" alpha mode. Although it's nowhere near as handy as a slider, it's way more powerful. For example, a single face can be both backlit lettering and completely unlit surround, and any level of backlighting in between. I think it is underused by creators --perhaps because it needs Advanced Lighting Mode, but surely any slider-set full bright would need that, too, and really anybody not running ALM is blinding themselves to so many "old shinies" that they can hardly hope to see any new ones. (It also depends on some less common operations in Photoshop or Gimp to directly manipulate the image's alpha channel.)

12 hours ago, Lucia Nightfire said:

Scripted Windlight is coming

I think this hasn't gotten as much publicity as it warrants. I expect the per-avatar scripted Windlight to be amazing, and because it rightly depends on Experience permissions, may help popularize that feature, too. Anyway, it's by far the most exciting thing I see in the pipeline (including animated mesh), and you can read the draft spec for scripted Windlight in a Google Drive doc, outlined for mere mortals in Inara Pey's always superb blog.

Edited by Qie Niangao
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35 minutes ago, Qie Niangao said:

it rightly depends on Experience permissions

   This is so cool. I mentioned this possibility in another post I made. When I really started playing with windlight settings, I was surprised at how dark I could make the environment using the sky settings, recalling my early disappointment that it never really got dark in SL. With experience permissions scripting driving parcel scope windlight settings, the light level can be made to change automatically when moving into or through different build features, such as tunnels, or dense forests.   :D

 

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