HTML HUD’s

About a year ago Kelly Linden debuted HTML HUD’s. See: #SL Server Update Week 34 for my first mention of HTML HUD’s in 2011. We have not seen many of these being used. The advantage of HTML HUD’s the reduction in scripts and prims needed to make a working interface.

Darien Caldwell is one of the creative types making such HUD’s. He has pointed out that these JIRA’s are a problem:

VWR-29448HTML (Shared Media) HUD objects exhibit Unintuitive Focus and Control Behavior. This is about how the HUD’s work and look within the viewer. Most floated in the viewer go transparent when they lose focus. We know that we have to shift focus to the panel, by clicking it, before we can click buttons in the Panel. HTML HUD’s do not go transparent when losing focus. This means we click buttons in them, probably expecting something to happen, and nothing happens. That nothing is deceiving. The first click shifts focus. A second click will activate the button.

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#SL Server Update Week 34

Mesh

This week mesh made it to main grid and is officially rolled out. With the exception of regions in the Blue Steel Release Channel mesh is enabled in all regions.

Oskar Linden said,

You all already know what went live this week. Mesh! There were times I wondered if it would ever ship. We started that in late 2009. I’m not saying the release is without issues, but getting it out there has been a big step. Now we can work on polishing it. We already have a phase 2 in the works with fixes and updates.[We’re] not sure the date for that but Septemberish.

Computer CPU & Motherboard

Large Prims

Along with mesh comes large prims. All our prims can now be sized to 64m in X, Y, and Z directions. The only restriction for this is your viewer. Older viewers may be hard coded to the 10m limit. Using those viewers you will NOT be able to make a prim larger than 10m. Viewers used in OpenSim, like Phoenix and Imprudence, have the options to allow limits to be overridden.

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