let's just say this should no longer happen, you are now free to keep scrolling as much as you want without the scroll falling through to the rest of the Viewer and you starting to zoom in/out accidentally. and then i remembered, i hate this, this happened so often to me already.
When i watched one of several tour videos for Black Dragon, i noticed that the person was scrolling past the bottom of the windlight preset list and started accidentally scrolling the camera.
Now to some improvements, since this update isn't just fixes. well the shutdown of the world but you can hide it. You can't fix the pink world shutdown since its. The fix for this was somewhat simple though, i just show the black background that you see on first login and have it instantly show fully, rather than fade it, just like the Official Viewer does. Later i removed the black background for progress screen all togther and the logout screen counts as progress screen too which just amplified this issue as now the Viewer wouldn't even attempt to fade in something over it to hide it. This issue originally came from the inclusion of Firestorm's fading progress screen long ago, due to the fade into black-screen and the quick destruction/shutdown of the world the destroyed (pink world) was visible before we could hide it. Everyone who has logged out has already seen it and noticed that its no problem at all, it doesn't do anything besides looking stupid. The most curious and troublesome issue (not because its actually a problem but because it caused me some trouble in Discord for those who've followed it) is the famous "pink world" display on logout.
I've finally managed to fix the awkward reflection/refraction clipping and also refixed attached lights going all super funky on the coastline, since that was a thing with that code as well. horribly broken when anywhere near the water plane. Good thing that's no more, with its fix also came back the EEP water reflection code which has its rolling camera issue fixed some time ago but was still. worse, other objects would start flickering too and if that wasn't enough if you were underwater and looked up, everything was flickering too. If you had it on (for whatever reason) and moved an object below the water line, it would start flickering. Occlusion Culling, ohboy, the bastard son that no one wants. sometimes it is better to come back to something at a later time to get a fresh view on something with possibly more knowledge. Nowadays it was a matter of settings to find the issue. when i investigated this long ago, i didn't find anything wrong with it.
Consider it a dead bug.Īnother one of those annoyances was the voice call windows that showed their docking tongue above the voice button even when the voice button was at the top of your screen. Whenever you turned on Volumetric Lighting and then DoF you'd end up with double the amount of glow due to the Viewer using the wrong shader which resulted in the glow being applied twice, it was easily fixable by refreshing the rendering but was finally an big enough annoyance to warrant getting investigated and fixed. Then we have something that has been quite an annoyance for me personally for a long time but was so easily fixable that it wasn't worth investigating. that one was particularly funny because it was an issue caused by my debug cleanup, turns out one of the debug lines were not only setting a debug string but also executing importing relay code that was necessary to let that SLURL pass through. So after a couple more days, here we are, almost all of them fixed (except one that i cannot fix, not even investigate, due to reasons the reporter should know very well)Ībout the bugfixes: SLURL's when launched from outside SL got delivered to the client but didn't open the place profile anymore when already logged in.
I was just readying everything up, hitting full recompile and then quite a shitshow started because its still 2020 lads, a sudden influx of reports that required attention. The update that was supposed to release a few days ago is finally here.