These are chat archives for highfidelity/hifi

28th
Jan 2015
David Rowe
@ctrlaltdavid
Jan 28 2015 17:23
I can't log into Jenkins this morning.
Leonardo Murillo
@murillodigital
Jan 28 2015 17:23
@ctrlaltdavid correct I’m doing some changes as we speak
can I get you any info in the meantime?
David Rowe
@ctrlaltdavid
Jan 28 2015 17:26
Was just checking what commit Windows build 1836 is but I'm pretty sure that it's the merge of 20276 into master.
Leonardo Murillo
@murillodigital
Jan 28 2015 17:27
that is correct
highfidelity/hifi#4181
David Rowe
@ctrlaltdavid
Jan 28 2015 17:29
Thanks!
David Rowe
@ctrlaltdavid
Jan 28 2015 17:37
Are there any known start-up crashes that someone's working on?
Windows build 1836 is crashing for me at start-up about every 1 in 10 times. (Haven't tried any other builds yet.)
David Rowe
@ctrlaltdavid
Jan 28 2015 17:50
Asserts every time running under Windows debugger.
Andrew Meadows
@AndrewMeadows
Jan 28 2015 17:59
Yes, it is probably known: Sam is crashing in SkeletonModel::udpateStandingFoot() for bad indices to foot joints.
David Rowe
@ctrlaltdavid
Jan 28 2015 18:01
Yep, that's the one.
Joe Large [Omega Heron]
@OmegaHeron
Jan 28 2015 18:04
Hope it's squashed soon - that would likely explain why I've been crashing non-stop for some time now. I either instantly crash on launch (1:10 is a good figure for me as well). If I survive creation then long as I don't dare move I'm usually ok. Be glad when that one is fixed.
Andrew Meadows
@AndrewMeadows
Jan 28 2015 18:07
Sam has a fix: the problem was uninitialized memory... combined with a race condition? I guess the race used to be constistently won and now it is not.
Joe Large [Omega Heron]
@OmegaHeron
Jan 28 2015 18:09
I have to get setup to run debug traces. I said, elsewhere, "my gut tells me it's something uninitialized. - It's so inconsistently, consistent".
Andrew Meadows
@AndrewMeadows
Jan 28 2015 18:25
Fix has been merged. An updated build should be available soon.
Bradley Austin Davis
@jherico
Jan 28 2015 18:27
Oh yeah, I saw that in my debug build. I just commented out the feet.
which, given my chosen avatar isn't really a problem.
Jason Hawks
@nbq
Jan 28 2015 19:17
@murillodigital glad to hear about Jenkins, @OmegaHeron sure enough you have said many times you felt something was not initialized, it's interesting it affected you nearly alone for some time though
morrisford
@morrisford
Jan 28 2015 19:19
At some point in this latest flurry of updates one of my models disappeared from my domain. Also, when I click the edit entities power button I get gibberish at the top of the screen.
Jason Hawks
@nbq
Jan 28 2015 19:21
Hrm your stack updated/recompiled recently @morrisford?
morrisford
@morrisford
Jan 28 2015 19:21
Yes. When I saw the problems I updated the stack.
Jason Hawks
@nbq
Jan 28 2015 19:21
The changes they made have required some pretty recent redos
morrisford
@morrisford
Jan 28 2015 19:21
Maybe 10 minutes ago.
I still have the model so I can easily redo it. I just wanted somebody to know.
Jason Hawks
@nbq
Jan 28 2015 19:24
On the gibberish I'm not home to test anything myself but will be in the next 10 mins, the entities, if you load up a backup of when you last saw it, is it there?
morrisford
@morrisford
Jan 28 2015 19:28
I just re-inserted the model so I don't know about the backup. The entity editing is REALLY funky now. The model being edited jumps up and shrinks down so trying to adjust it in relation to other entities doesn't work at all.
Jason Hawks
@nbq
Jan 28 2015 19:29
@morrisford when it looks tiny, under the size part there is a button that says reset to relative size or something close, click that and it will make it the right size entity
morrisford
@morrisford
Jan 28 2015 19:30
There also needs to be something done about how models come into the domain. I would think they should be place somewhere relative to the domain instead of relative to the avatar.
Jason Hawks
@nbq
Jan 28 2015 19:31
Entity editing now does make s white box sort of show over the debug text though, I noticed that this morning before I had to head out
morrisford
@morrisford
Jan 28 2015 19:32
Also, I inserted the same model twice and then placed them at the same height and the two instances are at very different locations.
Jason Hawks
@nbq
Jan 28 2015 19:33
As for relative to the domain vs the avatar, you mean a "where to place this" part of the entity selection box? Sort of like they have for height map placement
morrisford
@morrisford
Jan 28 2015 19:35
Something like that. Like a 'ground' level that is where objects end up if they are not given a different height. The same gound level that gravity drives toward.
Jason Hawks
@nbq
Jan 28 2015 19:50
interesting idea and good point on that but I think relational to the avatar will probably always be one of the best personally since thats how it works in any game or setup, including second life, but its more like where you “drag” it out to be
morrisford
@morrisford
Jan 28 2015 19:57
If I remember correctly, in SL or OpenSim placing a prim always put it in contact with something 'below' it. Maybe I don't remember well, it has been a while.
Jason Hawks
@nbq
Jan 28 2015 19:58
well, there are ways to place a prim in mid air but even if its “on” something, its still in relation to the rezzer
brings back memories of trying to rez something on a mesh floor and shivers
Joe Large [Omega Heron]
@OmegaHeron
Jan 28 2015 20:00
I would guess, once there is "ground" entities will rez to it, but as of now there's no ground the system can see other than, maybe, the domain vertical floor.
morrisford
@morrisford
Jan 28 2015 20:01
I had a large 'ground' surface in my domain and some models 'on' that ground surface. The model that was the ground surface disappeared. When I put that model back in and put it at the same height as before it ended up 40 units (meters?) lower in order to match the height of the other models. Either there is something that I don't understand (distinctly possible) or funny business is afoot.
Joe Large [Omega Heron]
@OmegaHeron
Jan 28 2015 20:02
in OS/SL "ground" as in placing an item in contact with is part of physics - there's nothing (of use) solid here yet.
Jason Hawks
@nbq
Jan 28 2015 20:02
well did you click on Reset to Natural Dimensions? http://i.gyazo.com/fbd43848177ac5ee04155b6d1623a185.png
that is the button I was trying to think of the name of while I was in the car
Things are “razzed” in odd/off sizes now sometimes and I have to click that to make it…. be normal if that makes sense
rezzed, damn keys
morrisford
@morrisford
Jan 28 2015 20:04
Made no difference. I had not rescaled the models.
Jason Hawks
@nbq
Jan 28 2015 20:05
yeah, I know, I just know that sometimes models show up in different sizes than intended sometimes now at first and I have to “reset” each of them first before I work with them, to be sure they are the right proportions, if you had stuff out from before, they may or may not change if you clicked the same button for them
morrisford
@morrisford
Jan 28 2015 20:08
On the positive side, my domain seems to rez faster now.
Jason Hawks
@nbq
Jan 28 2015 20:09
yay!
morrisford
@morrisford
Jan 28 2015 20:11
Every day in every way ....
Jason Hawks
@nbq
Jan 28 2015 20:12
They are changing so much, so fast right now… like a whole bunch of graphics rendering changes just went in last night/this morning
Jason Hawks
@nbq
Jan 28 2015 20:19
hey guys, did someone move the image for the edit entities box and forget to point to the new location in the javascript? http://i.gyazo.com/4d4e6c385d7ff7916a98b84a8f3e6883.png
Jason Hawks
@nbq
Jan 28 2015 20:30
On 127 of the script newEditEntities (now editEntities.js), it points to the image http://public.highfidelity.io/images/tools/models-tool.svg which is not accessible due to a reason I think I know why but only @murillodigital or other staff could address right now. That is why the image does not show.
Leonardo Murillo
@murillodigital
Jan 28 2015 21:49
@nbq the latest version of editEntities.js (https://github.com/highfidelity/hifi/blob/master/examples/editEntities.js) does not point to the url you indicated, it is pointing to the correct url - see lines 14, 62 and 127
Jason Hawks
@nbq
Jan 28 2015 21:50
@murillodigital as per other alphas, even discussing in world right now we still are having the issues: https://alphas.highfidelity.io/t/edit-entities-toolbar-not-displaying-properly/1343/2
Leonardo Murillo
@murillodigital
Jan 28 2015 21:52
understood, my question is, are you running the latest editEntities.js? or perhaps a local copy that is not up to date?
it may be altogether a different issue, considering that the svg url is actually valid in the latest public version of the file
Jason Hawks
@nbq
Jan 28 2015 21:53
@murillodigital I unloaded all scripts and just loaded defaultScripts.js so I will see
Joe Large [Omega Heron]
@OmegaHeron
Jan 28 2015 22:06
@murillodigital running whatever HiFi serves for script (not running a local copy) build 1838 - I'm getting missing graphics in edit entities upper text portion.
Leonardo Murillo
@murillodigital
Jan 28 2015 22:07
ok then I’d be inclined to believe this is an issue other than a missing asset
scripts you see in the script browser are served from the s3 bucket
and the editEntities in the bucket is the latest showing valid urls
Jason Hawks
@nbq
Jan 28 2015 22:07
yeah, I checked like it may be an issue showing overlays
I was trying to pinpoint this
Thijs Wenker
@thoys
Jan 28 2015 22:08
you mean the white bar on top?
Jason Hawks
@nbq
Jan 28 2015 22:08
yeah the white bare should be the proper image showing the edit instructions etc
Joe Large [Omega Heron]
@OmegaHeron
Jan 28 2015 22:08
chasing another issue now - just wanted to confirm it's exhibiting the behavior. Also it makes sense it's an overlay issue since some see a white bar but others see a white bar with "ghostly" text barely visible.
Jason Hawks
@nbq
Jan 28 2015 22:08
or like what Judas found
maybe something odd in the new rendering and overlays? just a long shot