Develop menu
Revision as of 17:19, 29 December 2013 by ObviousAltIsObvious Resident (talk | contribs)
Develop
To enable, go to Me>Preferences, Advanced tab, and check "Show Developer Menu".
- Consoles ▶
- Texture Console Ctrl+Shift ⇧+3
- Debug Console Ctrl+Shift ⇧+4 scroll activity log on the main viewer window.
- Notifications Console Ctrl+Shift ⇧+5 trace dialogs, alerts, notifications.
- Fast Timers Ctrl+Shift ⇧+9 shows tasks performed per frame, see How do I get my Fast Timers results?.
- Scene Statistics plot complexity of objects in view.
- Scene Loading Monitor (not used)
- Region Info to Debug Console dump region flags and stats to log.
- Group Info to Debug Console dump summary of active group info to log.
- Capabilities Info to Debug Console dump capability names and URLs to log.
- Camera camera and agent position/rotation overlaid on screen.
- Wind region wind speed and heading is overlaid on screen.
- FOV camera field of view angle overlaid on screen.
- Badge Ctrl+Alt+Shift ⇧+H Addresses VWR-11118.
- Show Info ▶
- Show Time elapsed viewer run time overlaid on screen.
- Show Upload Cost (not used)
- Show Render info render stats overlaid on screen.
- Show Matrices OpenGL matrix info overlaid on screen.
- Show Color Under Cursor rendered RGBA values overlaid on screen.
- Show Memory total viewer memory used overlaid on screen.
- Show Private Mem Info private pool stats overlaid on screen, use with MemoryPrivatePoolEnabled debug setting.
- Show Updates to Objects Ctrl+Alt+Shift ⇧+U
- Force an Error ▶ These intentionally crash the viewer, for debugging only.
- Force Breakpoint Ctrl+Alt+Shift ⇧+B
- Force LLError and Crash
- Force Bad Memory Access
- Force Infinite Loop
- Force Driver Crash
- Force Software Exception
- Force Disconnect Viewer
- Simulate a Memory Leak
- Render Tests ▶
- Camera Offset shortcut to CameraOffset debug setting.
- Randomize Framerate add a random duration sleep with each rendered frame.
- Periodic Slow Frame sleep half a second every 10 frames.
- Frame Test capture buffer and pause.
- Frame Profile dump GL stats to log.
- Render Metadata ▶
- Bounding Boxes render bboxes color coded by type.
- Normals Normal_(geometry)
- Octree render bounding boxes color coded by octree buffer usage and activity.
- Shadow frustrum render each frustum as a shaded box.
- Physics Shapes render terrain and objects as they appear to the simulator's physics engine.
- Occlusion highlight objects that are hidden behind others.
- Render Batches highlight rendering groups with different colored tints.
- Update Type highlight each object by last update performed.
- Texture Anim highlight animated texture faces in yellow.
- Texture Priority highlight redder for high priority, bluer for low, pecking order as float text.
- Texture Area show min:max rendered texture area for each face.
- Face Area show min/max rendered area for each face.
- LOD Info (not used)
- Build Queue draw boxes around objects being rebuilt.
- Lights highlight local light sources and bbox of the light they cast.
- Collision Skeleton show avatar's "collision volume" joints. Used with fitted mesh. Not used with simulator physics.
- Raycast show mouse targets for selection and touches.
- Wind Vectors red lines overhead show wind direction.
- Render Complexity (not used)
- Attachment Bytes hover text with memory and size of avatar attachments.
- Sculpt hover text with sculpt map sizes.
- Texture Density ▶ (check)
- None
- Desired
- Full
- Rendering ▶
- Axes draw XYZ axis display centered on avatar plus region origin marker.
- Tangent Basis (not used)
- Selected Texture Info Basis Ctrl+Alt+Shift ⇧+T show size and alpha channel presence for faces selected in editor.
- Selected Material Info Ctrl+Alt+Shift ⇧+M (broken) show materials used on faces selected in editor.
- Wireframe Ctrl+Shift ⇧+R show object geometry.
- Object-Object Occlusion optimization, skip rendering objects that are hidden behind others.
- Advanced Lighting Model enable deferred rendering.
- Shadows from Sun/Moon/Projectors
- SSAO and Shadow Smoothing Screen space ambient occlusion
- Debug GL enable extra OpenGL error checking
- Debug Pipeline subset of Debug GL
- Automatic Alpha Masks (deferred) force alpha test instead of blend if texture has little transparency (when advanced lighting on).
- Automatic Alpha Masks (non-deferred) force alpha test instead of blend if texture has little transparency (when advanced lighting off).
- Animation Textures allow llSetTextureAnim to work.
- Disable Textures stop fetching new textures from the network.
- Full Res Textures disregard LOD and display all textures at full resolution. Increases network and memory use.
- Render Attached Lights render local light sources on avatar attachments.
- Render Attached Particles render particle systems emitted by avatar attachments.
- Hover Glow Objects shortcut to RenderHoverGlowEnable debug setting. Unfinished feature.
- Clear Cache Immediately (unused)
- Network ▶
- Pause Agent Stop avatar movement updates. Local turns and interpolated motion will still appear.
- Enable Message Log dump every protocol message to log.
- Disable Message Log stop protocol message dump.
- Velocity Interpolate Objects enabled, allows smoothed object motion between updates and for llTargetOmega motion to work. Disabled, stops "rubber band" effect at cost of these features.
- Ping interpolate Object Positions factor ping time into interpolation.
- Drop a Packet Ctrl+Alt+L simulate loss.
- Pause Agent Stop avatar movement updates. Local turns and interpolated motion will still appear.
- Dump Scripted Camera FollowCam settings to log.
- Bumps, Pushes & Hits open a floater listing hits to your avatar, list will be incomplete.
- Recorder ▶ Record and restace your avatar's positions over time.
- Start Playback
- Stop Playback
- Loop Playback
- Start Record
- Stop Record