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[BUG-229064] [MESH UPLOADER][DRTVWR-482] improved layout and minor behaviour tweaks (from FS) #7014

Closed sl-service-account closed 9 months ago

sl-service-account commented 4 years ago

What just happened?

This is a patch against viewer branch DRTVWR-482 It is taken from my commits to Firestorm, it addresses the following:-

What were you doing when it happened?

Making things better, I hope

What were you expecting to happen instead?

Someone else to make things better instead? We can dream right?

Other information

I do not have the ability to build the view branch without it totally messing up my firestorm builds. As such this patch has been applied and visually checked but I have not bee enable to test that the merge was entirely wholesome and complete.

Attachments

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-229064 | | Summary | [MESH UPLOADER][DRTVWR-482] improved layout and minor behaviour tweaks (from FS) | | Type | Bug | | Priority | Unset | | Status | Closed | | Resolution | Cannot Reproduce | | Reporter | Beq Janus (beq.janus) | | Created at | 2020-07-08T23:52:12Z | | Updated at | 2020-10-14T18:48:28Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2020-07-09T10:32:44.842-0500', "Is there anything you'd like to add?": 'I do not have the ability to build the view branch without it totally messing up my firestorm builds. As such this patch has been applied and visually checked but I have not bee enable to test that the merge was entirely wholesome and complete. ', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'System': 'SL Viewer', 'Target Viewer Version': 'viewer-development', 'What just happened?': 'This is a patch against viewer branch DRTVWR-482\r\nIt is taken from my commits to Firestorm, it addresses the following:-\r\n* poor UI design (from my own original submission I think, mea culpe)\r\n** The mesh preview controls are relocated to allow full height preview\r\n** This also keeps controls widgets close together for easier use.\r\n** It reduces the overall vertical scale for minum size and increases maximum usable scale\r\n* Add "verbose logging" checkbox to the log tab\r\n** This allows users to try to get more information when a problem occurs and saves them from having to scour log files. The actual logging is not ideal and a subsequent review might be warranted.\r\n* Automatically enable "use weight" and "show weights" when uploading a model that has a valid rigged skeleton.\r\n** This is a simple fix that saves users that are regularly uploading valid rigs from having to click into another tab simply to check a box. \r\n', 'What were you doing when it happened?': 'Making things better, I hope', 'What were you expecting to happen instead?': 'Someone else to make things better instead? We can dream right?', 'Where': 'At my desk, at home, UK', } ```
sl-service-account commented 4 years ago

Vir Linden commented at 2020-07-09T15:32:45Z

Patch applies and builds successfully, but looks like there are significant issues with the UI update. See attached image "mesh_upload_PV_vs_patch" to see a comparison (left is current project viewer for DRTVWR-482 mesh upload, right is same code with patch applied). You can see that a bunch of the UI controls from the preview window have moved over to the lower left of the floater, below its intended extent.

Also:

sl-service-account commented 4 years ago

Beq Janus commented at 2020-07-09T19:07:34Z

The UI weirdness is some patch confusion, I basically moved a big chunk of XML up through the hierarchy, seems like I left the old instance behind in the diff somehow. 

The dragging issues is most likely due to the fact that everything is offset by 20 odd pixels. The LL definition had a "legacy_header" entry at the top which was 26, FS doesn't have that but I left it in. Removing it fixes the problem

I have absolutely no idea what legacy_header is used for though so I can't guess what side effects its removal might have, it seems to be fine (I dropped the new skin into the project viewer build so I was able to "mostly" test that. I never thought of that last night.

The lack unchecking was probably a side-effect of overlaid UI. It seems ok now.

One thing extra I noticed is that you don't have the UV overlay code to support the UV overlay button. That must have been something I added after the patch that you merged before.

 

Here is a new patch, it is probably best to revert the last one and drop this new one in instead.

It adds an additional new feature, the UV overlay that is useful when checking that you've set the UVs up properly.

As the video also shows the exploder controls (that people never really understood) are only shown when you have hull based physics and both the label and the slider are hidden at ll other times.

 

https://i.gyazo.com/a3dc24ef74842920bfa3cda17cdf3682.gif

to support this there is a little more code, a settings change and a graphics asset that will need to be dropped into the viewer images folder.

mesh-uploader-FS-additions_take2.patchmesh-uploader-FS-additions_take2.patch

salt_and_pepper.jpg

 

Hopefully this is the lot.

 

sl-service-account commented 4 years ago

Vir Linden commented at 2020-07-10T14:18:33Z

Thanks for the update! I'm getting a couple of failures applying the patch. What is your starting revision?

sl-service-account commented 4 years ago

Beq Janus commented at 2020-07-11T19:02:41Z

last commit was a merge

b3048950927e1c87c0a2cb06b9317957a04398ee

 

It looks like my local branch is up to date with origin/DRTVWR-482

I'll see if I can get the viewer to build over the weekend without destroying my FS build env. 

 

sl-service-account commented 4 years ago

AndreyK ProductEngine commented at 2020-07-27T19:12:13Z

Is there a reason why UV guide uses filename from debug setting MeshPreviewUVGuideFile? Why not just list it in textures.xml?

sl-service-account commented 4 years ago

Beq Janus commented at 2020-07-28T17:13:13Z

The idea was to allow people to use their own preference for a UV Guide. There are a number that a popular with SL, typically they are coloured and have Hex values per cell. I was not able to establish the rights and permissions  for any of those at the time so I made what I considered to be an adequate solution for most people, but kept the debug to allow them to use their own should they want. That said, nobody has ever asked and I have never documented this :).