Self setting number in Build.
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Joseph Worthington
The Suntan Mega-Man
Join date: 29 Jul 2006
Posts: 563
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10-25-2006 16:40
Is this happening to anyone else? While I'm in build mode and trying to adjust the size os a prim, or it's location, or even the transperency of it's textures (along with just about any other variable feild) the numbers, once I've changed them, bounce around a bit of thier own accord. Sometimes going higher than where they were at first, and often times setting at a number other than what I scrolled to.
Even when entering the numbers manually they'll jump around a bit. It's really quite annoying and I'm wondering is it client side...that is a problem with me and my computer...or is it server side, in which case it would be affecting others as well.
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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10-25-2006 17:08
This is known to be the case on Rotation, Path Cut, and Twist. There are only certain valid number that is will accecpt. As for other thing like Dimple, Taper, and Shear, those have a two decimal precision, Please please post steps you took to have this problem.
For example, -make a box. -type in .15 for the Path Cut. -adjust another fiels like Hollow set it to 5 -notice how the Cut begin jumps to .149
Path cut has always been a problem child. the the client increments by 0.05 but not every incremental value is valid. after you adjust this value adjust the hollow to force it to update. Or deselect it and select it agian.
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Joseph Worthington
The Suntan Mega-Man
Join date: 29 Jul 2006
Posts: 563
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10-25-2006 17:33
I see the problem. Rezz a cube and set the Z size to 1.500. Then Highlight the numbers in the X or Y feild and try to change the Z size using the arrows. If you let the numbers roll quickly, after you stop you'll see them jump back and forth a bit.
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Joseph Worthington
The Suntan Mega-Man
Join date: 29 Jul 2006
Posts: 563
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10-25-2006 17:38
Looks like this applies to numbers in any feild you try to adjust quickly. Even a simple double click makes the numbers twitch a bit. Seems like having any feild highlighted causes the numbers you change with the arrows to twitch and hiccup. Even changing the cube's position with the X, Y, Z arrows causes it to flip out a little.
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Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
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Hmmm
10-25-2006 23:28
I smashed my mouse into little bits cause of this. The old ball mouse doesnt do it. (using wheel)
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Joseph Worthington
The Suntan Mega-Man
Join date: 29 Jul 2006
Posts: 563
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10-27-2006 00:17
Ok...I was just editing the light properties of a simple 1 prim sphere, and my falloff and radius values kept reseting themselves to arbitraty numbers. The prim is unscripted, and I wasn't entering numbers manually, but instead clicking on the arrows provided. Can someone else please test this and confirm it's not just me and my system being all psychotic?
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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10-27-2006 04:40
From: Joseph Worthington Ok...I was just editing the light properties of a simple 1 prim sphere, and my falloff and radius values kept reseting themselves to arbitraty numbers. The prim is unscripted, and I wasn't entering numbers manually, but instead clicking on the arrows provided. Can someone else please test this and confirm it's not just me and my system being all psychotic? Was it linked and was it the child prim or root?
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Joseph Worthington
The Suntan Mega-Man
Join date: 29 Jul 2006
Posts: 563
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10-27-2006 12:02
It was a sphere. A 1 prim sphere unlinked to anything.
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Eddy Stryker
libsecondlife Developer
Join date: 6 Jun 2004
Posts: 353
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10-27-2006 14:14
Caused by two things:
1) All of the values except for the transformation matrices (location/position/rotation) are quantized in to single bytes. This means there is data loss and you can only have so many possible values per field. Some are as low as 100 unique values, most are 200, some are a bit more.
2) The values are sent to the server and retrieved back from the server, as that's where the data validation is done. So if you are scrolling quickly through values you might experience some rubber-banding.
_____________________
http://www.libsecondlife.org From: someone Evidently in the future our political skirmishes will be fought with push weapons and dancing pantless men. -- Artemis Fate
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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10-30-2006 17:31
From: Eddy Stryker ... 1) All of the values except for the transformation matrices (location/position/rotation) are quantized in to single bytes. This means there is data loss and you can only have so many possible values per field. Some are as low as 100 unique values, most are 200, some are a bit more. So you would think they would have the same formula for example lets take path cut Path cut. Box, Cyliner, and Prism seem to be in one group while Sphere, Torus, Tube, and Ring are in antoher. Set the value for a Sphere at Path Cut B to 0.100 then switch the prim type to Box. The Value will then jump to 0.099. Then switch it back to a Sphere and the value is at 0.100 again. Although these are things that will never be fixed because to many things have been built with bad software bugs. Fixing this would only break existing builds and piss off tens of thousands of people. So what do you do? Fix it for better builds in the future or leave it and get complaints and bug report for the rest of your life?
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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10-31-2006 06:59
Maybe they need an "expert" mode that displays the real values and not the approximations.
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