- An experimental and not officially supported function (therefore not exposed in preferences), may or may not stay in the source; Potentially addresses FIRE-2325 and its duplicates
- Prevents the viewer from connecting to neighbouring regions. When enabled, only the current region (login/teleport destination) is connected, while adjacent simulators are ignored. This effectively isolates the region, similar to how private estates behave.
- This may improve performance for users with weaker computers or slower connections, reduce unintended neighbour interactions, and assist multi-region event setups by lowering client overhead. It can also be useful for residents who prefer not to see or interact with neighbouring land.
- Limitations: region crossings will not function normally, as neighbouring regions are not visible or connected. Only direct teleports and logins to regions will work reliably. The sense of world scale and continuity is reduced, and travellers or explorers may find it unsuitable.
- TO-DO: Detect when avatar is crossing by foot/vehicle and load only that one region?
- I was not able to find an equivalent of WebRTC's updateNeighboringRegions() in Vivox code; updatePosition() is not that helpful, and channelFromRegion() seems to be detached?
- add optional unlock for mPelvis (for partial-pose BVH)
- add settings option for mPelvis BVH lock state
- T-pose now only BVH locks Body tab; face and hands are now BVH-unlocked by default
* Rich Presence support using Discord Social SDK
Download DiscordSocialSdk-1.4.9649.zip from
https://discord.com/developers/applications/1394782217405862001/social-sdk/downloads
Add -DUSE_DISCORD:BOOL=ON to your cmake line.
The Discord app needs to be set to be a public client in the OAuth2 tab.
All Discord-related code are contained within one file, llstartup.cpp,
and other classes access it through some opaque layer, static functions,
otherwise we'd get these "duplicate symbol" linking errors.
* Move Discord-related code to llappviewer.cpp
The doFrame is the one called over and over again, so running the
Discord callbacks from there shouldn't have one extra function
overhead, while running the Discord initialisation is only once so
it's much more okay to have the extra function overhead there.
* panel_preferences_privacy tabs
Add tab and checkboxes for discord social SDK integration options to panel_preferences_privacy.xml
* Shorten Discord-related local variable names
* Connect to Discord now through privacy tab
Now the access token is saved the way passwords are saved, but
without a username, so we can have some persistence without having
to implement an OAuth2 backend server cause we would have to store
those tokens there anyway still, and it's just simpler to not go
that way. Discord Social SDK doesn't have a helper for sending code
to a custom server anyway, that we would have to have some
asynchronous HTTP requestor ready.
Show location check button gets enabled only when Discord
integration is enabled, though it's not functioning yet.
* Location for Discord Rich Presence Activity State
I was going to use LLAgentUI::buildLocationString but there's no
location format that shows only region and coords without having
to have the parcel name empty, so I copied buildLocationString
implementation in the case of LOCATION_FORMAT_NO_MATURITY but when
the parcel name is empty.
I had to make updateDiscordActivity check agent's ID and the
existence of agent avatar pointer first before trying to set
Activity Details or State, cause I like the "Show location" button
be checkable not only after online when both the ID & pointer will
have existed. I think this way is simpler than programmatically
enabling the "Show location" button after the user is logged in.
I put a trigger to Activity update somewhere after the user is
logged in for now, not yet after a TP.
The elapsed time gets reset whenever Activity is updated for now,
but I'll try to make elapsed time extended instead.
No Party for now, because I couldn't find a way to make a Party
shown without showing its CurrentSize (I could still get away not
showing its MaxSize by setting it to 0), so the State (location)
is shown above the elapsed time, not on the right of it.
I'll try to figure out to get some representative numbers for its
CurrentSize & MaxSize next.
Also no privacy on hiding the username for now, until the UI is
ready.
* Update Rich Presence location on region change
I had to find a spot in source code where it doesn't cause a crash
(it did in LLAgent::setRegion), but I'm not removing the one in
llstartup.cpp because on login, the one in llviewermessage.cpp
gets only the placeholder coords (10, 10, 10).
* Show display name too on Discord Rich Presence
Avatar name cache can be used right away upon login now after I
moved the update call to the end of PRECACHE section in llstartup.
* Show Discord Rich Presence Activity Party
By setting CurrentSize to the number of people within chat radius,
and MaxSize to the number of people within near range.
* Call updateDiscordActivity too in Discord init
so when the user enables the integration after being logged in,
the init can show the name and location right away.
* Discord Rich Presence: Hide name & connect to llappviewer.cpp
Add option to show/hide avatar name in privacy panel & connect rich presense directly to llappviewer.cpp
* Discord time elapsed not reset on region change
Time elapses right after viewer launch even before login.
Plus parameter name change in header to make it the same as in
implementation.
* Cache bool setting retrievals in updateDiscordActivity
As suggested by Andrey Kleschev.
getBOOL and getF32 are expensive, so using `static LLCachedControl<>`
is the way to do it in llappviewer.cpp.
* Check Discord creds existence before getting token
as suggested by Andrey Kleshchev, anticipating external factors
such as user moving settings from another PC.
* Tracy visibility for looped Discord function calls
As suggested by Andrey Kleshchev. They likely can get pricey so
they need to be visible in the profiler.
* Discord-related error handling/logging
plus delay saving Discord credentials to only after the access
token is successfully updated on Discord, and try to disconnect
from Discord when the integration gets disabled regardless whether
there are credentials to delete or not and whether there's an
access token to revoke or not.
* Use getAvatars already called for Discord Party numbers
so we don't have to make any extra getAvatars calls just for this,
as it's pricy in crowds, and we'll just be piggybacking
`updateSpeakerList` and `updateNearbyList`.
* Assemble Discord Activity Details only once
by saving it to a static global string for reuse.
* Remove updateDiscordActivity call in startup loop
The State field (region & coords) is updated well enough without it
now.
* Rename handleDiscordSocial to toggleDiscordIntegration
* Update Discord Activity only when integration is enabled
No need to check setting for the status change callback one,
because getting there would need to be connected to Discord first,
which in turn needs the integration to be enabled first.
---------
Co-authored-by: Secret Foxtail <remmy@megapahit.net>
Also:
- correct an issue where Manip changes would not reset base rot, required for BVH
- always 'lock' mPelvis for BVH export
- Copy L/R and loads can now 'undo'
- removed two check-boxes for BVH: now tick-and go
Increases default to 8GB and maximum to 32GB.
Viewer now supports 2K textures which require more space, so altered
disk cache vs textures space a little.
Made spinner a bit wider to properly fit whole cache string.
This change allows a user to keep using the imposter system, but protect Animesh avatars from not animating or having rendering issues. (Missing Attachments). This includes pets, control avatars, Animesh attachments, etc.
Added new setting FSImpostorAvatarExclude to control excluding Animated Mesh (Animesh) Avatars from using the Imposter rendering pipeline.
Setting is accessible in the Preferences -> Graphics -> Rendering in the misc. section labeled "Exclude Animesh Impostor Avatar".
There are four possible options:
None: Default, don't exclude any avatars.
User: Exclude only user avatars which have Animesh attached to them.
Control: Exclude only control avatars.
Both: Exclude both User Animesh avatars and control avatars.
There are rending issues as well as animation issues related to how the impostor system renders Animesh.
Updated LLVOAvatar.h to have new boolean flag tracking if the Avatar or any attachments are Animesh.
Added Enum to match the possible values stored in FSImpostorAvatarExclude .
Added checks to isVisuallyMuted, isTooComplex, isImpostor and shouldImpostor to prevent excluded Avatars from being added to the Impostor list.
Updated attachObject, updateAttachmentOverrides, detachObject to check if the Avatar or any of the attachments is an animated object and store in the mIsAnimesh flag.