Testing our recent idea of anchoring an entire building to a small mover placed underground in order to make the building visibility independant.
Of the buildings so far using this in our world: Ground Zero and Starbucks. Works nicely even when you drop visibility to 30, they remain visible well past 30 meters of your visibility. Also using this idea - the rain particle effect around GZ. Extending the visibility of the rain farther than normally posible with a Particle Effect on it's own.
This proof of concept was put together to show the use of an Anchor ability for objects and particle effects - while the anchor option for Particle Effects should also allow the creator to arbitrarily set its visibility manaually (for effects like weather).
The Anchor checkbox would obviously only be availible for CT and as an option in World Properties (Enable Anchors).
Change of Lighting
Have been tweaking the lighting in our world so it's a bit more realistic for night time (or twilight). You will now notice a Moon in the sky as well as things looking a bit different in our world (we have been working on making the lighting properly reflect night time and moonlight)
Fixed the Arcade
The arcade was mostly not working as of recent, due to the secondary domain address being down. I quickly corrected this and switched the games over to the first domain prefix.
New arcade building sits behind the current one, and is being worked on by Wes to take the place of the one we have now. Hopefully we get a photorealistic arcade machine to go with it :) We'll see.
I Can't Stop Staring at the Eerie Marionette Avatars of High Fidelity - Here's Philip Rosedale co-hosting a public chat/salon about blockchain technology in High Fidelity, and while the conversation is interesting in itself -- ...
7 hours ago