Develop menu

Continued from Viewer 3 menus.
__TOC__
The Develop menu is a hidden home for the most geeky viewer features: debug displays, administrative functions, troubleshooting tests, workarounds, and hippos. Many parts are useful to anyone. Some features are unfinished or only work in development environments. Proceed with caution, some of these can make your viewer act strangely.
To enable this menu, go to Me>Preferences, Advanced tab, and check "Show Developer Menu".
==Develop==
*Consoles ▶
**Texture Console 
**Debug Console scroll activity log on the main viewer window.
**Notifications Console trace dialogs, alerts, notifications.
**Fast Timers 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. See AgentUpdate for details.
**Wind region wind speed and heading is overlaid on screen.
**FOV camera field of view angle overlaid on screen.
**Badge Addresses .
*Show Info ▶
**Show Time elapsed viewer run and texture time overlaid on screen.
**Show Upload Cost (not used)
**Show Render Info render stats overlaid on screen.
**Show Avatar Render Info show load state and attachment weights for visible avatars.
*rez: 1=cloud, 2=gray, 3=baked textures available, 4=baked textures all downloaded
*weight: see Rendering weight
*bytes: total viewer memory used to show this avatar's attachments
*area: estimated visible surface area (m2) for this avatar's attachments
**Show Texture Info texture stats overlaid on screen, for object face under cursor.
**Show Matrices OpenGL matrix info overlaid on screen.
**Show Color Under Cursor rendered RGBA values overlaid on screen. (For building purposes you can ignore the A value, it is a side effect of the rendering process.)
**Show Memory total viewer memory use overlaid on screen.
**Show Private Mem Info private pool stats overlaid on screen, use with MemoryPrivatePoolEnabled debug setting.
**Show Updates to Objects 
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*Force an Error ▶ These intentionally crash the viewer, for debugging only.
**Force Breakpoint 
**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.
**Benchmark Measure GPU performance, results to log.
*Render Metadata ▶
**Bounding Boxes render bboxes color coded by type.
**Normals 
**Octree render bounding boxes color coded by buffer usage and activity.
**Shadow Frusta render each 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.
**Particles hover text with particle parameters at each emitter.
**Collision Skeleton show avatar's "collision volume" joints. Used with fitted mesh and touch/select. Not used with simulator physics.
**Raycast show mouse targets for selection and touches. Hold or for 3D cursor.
**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 ▶ (buggy)
***None
***Desired
***Full
*Rendering ▶
**Axes draw XYZ axis display centered on avatar plus region origin marker.
**Tangent Basis (not used)
**Selected Texture Info Basis show size and alpha channel presence for faces selected in editor.
**Selected Material Info (broken) show materials used on faces selected in editor.
**Wireframe 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 
**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 simulate loss.
*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 retrace your avatar's positions over time.
**Start Playback
**Stop Playback
**Loop Playback
**Start Record
**Stop Record
*World ▶
**Sim Sun Override
**Fixed Weather
**Dump Region Object Cache send object cache statistics to log.
*UI ▶
**Media Browser Test opens embedded browser with Viewer URI Name Space test page.
**Web Content Browser open embedded browser.
**FB Connect Test for checking Second Life Share API.
**Dump SelectMgr info about selected objects to log.
**Dump Inventory inventory UUIDs and names to log.
**Dump Timers function call stats to log.
**Dump Focus Holder what UI element has keyboard focus to log.
**Print Selected Object Info object details to log.
**Print Agent Info avatar name and camera to log.
**Region Debug Console 
**Debug SelectMgr if this and Limit Select Distance are active, dump auto deselects to log.
**Debug Clicks mouse button changes with coordinates to log.
**Debug Views identify UI elements on screen.
**Debug Name Tooltips identify XUI source for UI element under cursor. (alias of Show XUI Names)
**Debug Mouse Events info about what has mouse focus to log.
**Debug Keys text entry field activity to log.
**Debug WindowProc low level info for main viewer window to log.
*XUI ▶
**Reload Color Settings refresh from skin's colors.xml
**Show Font Test open floater with type specimen.
**Show XUI Names identify XUI source for UI element under cursor.
**Send Test IMs send dummy messages to test accounts.
**Flush Names Caches clean avatar name cache.
*Avatar ▶
**Grab Baked Texture ▶ save baked avatar textures to inventory. On release viewers, requires admin login.
***Iris
***Head
***Upper Body
***Lower Body
***Skirt
**Character Tests ▶
***Appearance to XML dump appearance params to logs directory as username_s_nnnn.xml
***Toggle Character Geometry server "hack for easily testing new avatar geometry", requires admin login.
***Test Male shortcut to wear "Male Shape & Outfit" from inventory Library/Clothing.
***Test Female shortcut to wear "Female Shape & Outfit" from inventory Library/Clothing.
***Allow Select Avatar avatars can be selected and "moved" with object editor, local effect only, movements do not appear to others.
**Animation Speed ▶ speed changes are a local effect, only seen on your viewer.
***All Animations 10% Faster
***All Animations 10% Slower
***Reset All Animation Speed
***Slow Motion Animations 1/5 speed.
**Force Params to Default clear and refresh tweakable appearance settings.
**Animation Info text over avatars with running animations and priorities. On release viewers, UUID view requires admin login.
**Show Look At
**Show Point At show destination for selection beam as a red crosshair.
**Debug Joint Updates rapid summary of updates to log, see sJointDebug in llvoavatar.cpp.
**Disable LOD for avatar bodies.
**Debug Character Vis dump avatar and attachment visibility to log.
**Show Collision Skeleton show avatar's "collision volume" joints. Used with fitted mesh and touch/select. Not used with simulator physics.
**Display Agent Target crosshairs with avatar's actual and rendered positions. Color coding currently broken.
**Dump Attachments attachment points, UUIDs, positions, visibility to log.
**Debug Avatar Textures shows component textures for own avatar. Not available in release viewers.
**Dump Local Textures avatar texture info to log. Not available in release viewers.
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*HTTP Textures disable to use the old UDP texture fetches.
*HTTP Inventory Leave this enabled when connecting to Second Life. UDP inventory fetch has been discontinued.
*Compress Images select one or more .tga files and save copies as .j2c, results to log.
*Enable Visual Leak Detector Not available in release viewer, needs debug build linked to vld.
*Output Debug Minidump (not used)
*Console Window on Next Run on Windows, open a "DOS box" log window at viewer startup. Same as ShowConsoleWindow debug setting.
*Set Logging Level ▶ choose log verbosity and size.
**Debug
**Info default.
**Warning
**Error
**None
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*Request Admin Status request privileges. Only works if you are a Linden.
*Leave Admin Status 
*Show Admin Menu only active if AdminMenu is TRUE.
==Admin==
Most items in this section are only really available to Lindens with admin access. They are listed here to satisfy curiosity.
Note that when the Admin menu is active, the viewer ignores the "no fly" parcel setting.''
*Object ▶
**Take Copy 
**Force Owner To Me
**Force Owner Permissive
**Delete permanently delete object without returning. Careful, this one works on your own objects, even if you are not a Linden.
**Lock prevents changing most prim attributes, not quite the same as "Lock" in the object editor. However you can toggle the "Lock" box in the editor to undo.
**Get Assets IDs 
*Parcel ▶
**Force Owner To Me
**Set to Linden Content 
**Claim Public Land
*Region ▶
**Dump Temp Asset Data sent to the server's log
**Save Region State
**God Tools Grid, Region, Objects, Request
Category:Advanced menu
Category:User interface