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Open Source Modkit
⓵ 𝙒𝙝𝙖𝙩: 𝘼 𝙁𝙧𝙖𝙢𝙚𝙬𝙤𝙧𝙠 𝙛𝙤𝙧 𝙈𝙤𝙙𝙙𝙞𝙣𝙜 We all want to see the High Fidelity platform evolve and grow… From an open source standpoint, however, it can be difficult to identify the best ways to experiment and contribute results. It would be great if development paths were made clearer, so that more people could extend the platform and maintain results in parallel. And in order to protect contributor investments, extensions would need compatibility with stock builds and better odds of working across releases. We therefore suggest creating a *completely open source-minded* “Modkit” to help foster such contributions alongside the main application code base. ⓶ 𝙃𝙤𝙬: 𝙃𝙞𝙁𝙞 𝙊𝙥𝙚𝙣 𝙎𝙤𝙪𝙧𝙘𝙚 𝙈𝙤𝙙𝙠𝙞𝙩 With High Fidelity’s assistance we would like to bootstrap the following project components: ○ https://github.com/highfidelity/hifi/tree/master/plugins/hifiModkit (proposed) — New built-in plugin ○ https://github.com/highfidelity/hifi-modkit-sdk (proposed) — New SDK and github repo ○ https://modkit.highfidelity.io (proposed) — New API/SDK docs An expanded version of the above is available given corresponding interest. ⓷ 𝙒𝙝𝙮: 𝙋𝙚𝙤𝙥𝙡𝙚 𝙒𝙖𝙣𝙩 𝙩𝙤 𝘾𝙤𝙣𝙩𝙧𝙞𝙗𝙪𝙩𝙚 Lots of people have imagined and several have attempted extension of the High Fidelity platform, only to promptly hit significant roadblocks. And while the existing codebase has a “plugin” concept, it is neither well-documented nor well-suited for *ongoing* development. 𝗖𝘂𝗿𝗿𝗲𝗻𝘁𝗹𝘆❟ 𝘁𝗵𝗲 𝗿𝗲𝗾𝘂𝗶𝗿𝗲𝗱 𝗲𝗳𝗳𝗼𝗿𝘁 𝗼𝗳 𝗱𝗲𝘃𝗲𝗹𝗼𝗽𝗲𝗿𝘀 𝗶𝘀: ○ Conventional HiFi Plugin: VisualStudio, VisualStudio Dependencies, Qt, vcpkg, CMake, generate & regenerate CMake, Python, GBs of Disk Space, lib/plugins, lib/shared, Hours of Time 𝗪𝗶𝘁𝗵 𝗠𝗼𝗱𝗸𝗶𝘁 𝗶𝘁 𝗯𝗲𝗰𝗼𝗺𝗲𝘀: ○ Modkit Plugin: C compiler + hifi-modkit-sdk․zip Paving the way for future enhancements that live longer and remain effective will require a stronger foundation; a foundation like Modkit, which prioritizes open source collaboration and support for externally-managed extensions. 𝗪𝗔𝗡𝗧𝗘𝗗: [ Valve Index Controller support | Space Mouse support | Avatar Shaders | Custom Initialization / Default Scripts | Business Productivity Tools | Domain Access controls | External Chat Integration | Permissions management | Alternative Editing systems | Expanded JS APIs | Streaming Audio integrations | Advanced NPCs | Inventory Systems | Internet-of-Things (IoT) bridges | Additional Multimedia codecs | … ]
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Make the Create app work nicely with inspect.js and derivatives
When using the inspect.js script with the Create app active you are likely to unexpectedly duplicate entities. This is because the Create app re-uses the Alt key to duplicate entities. Option A: Change the Create app to use Ctrl+mouse-down to duplicate entities (instead of Alt+mouse-down), and not do anything for Alt+mouse-down Option B: Change the Create app to use Shift+mouse-down to duplicate entities (instead of Alt+mouse-down), and the Ctrl key to toggle the display the “railroad” axes (instead of the Shift key), and not do anything for Alt+mouse-down. Option C: Add a menu option to the Create app’s menu items, “Duplicate entities with Ctrl instead of Alt”, and make inspect.js also read the menu setting and use the key that Create isn’t using. (I.e., toggle between current behaviour and option A.) Background The inspect.js script uses the Alt key plus Ctrl and Shift combinations to orbit and pan the camera about any entity or avatar – the same control scheme as Second Life. (This control scheme is likely to be second nature to people who have come from Second Life.) - Alt + mouse up/down: zooms in / out. - Alt + mouse left/right: orbits left / right. - Alt + Ctrl + mouse up/down/left/right: orbits over / under / left / right. - Alt + Ctrl + Shift + mouse up/down/left/right: pans down / up / right / left. Unfortunately, the Create app uses the Alt key to duplicate entities. While the “official” inspect.js isn’t so useful for positioning the camera while using the Create app because the view snaps back to first person when the Alt key is released, 3rd party versions of inspect.js leave the camera where it is which is much more convenient for editing. (In the 3rd party versions, to snap back to first person, the user can press Esc or move their avatar.) Which raises another option to perhaps do in addition to one of the above … Option D: Update inspect.js with some of the improvements that 3rd parties have made to the script. In particular, the Fox Essentials (Cutelab) version has collected together various improvements from a number of people, including the CtrlAltStudio improvements.
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