GunMetal-DX stage 5: group colours, sound emitter blacklist, MMO chat log + IM well, the icons/fonts these use #1210

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opened 2026-10-28 16:33:54 +00:00 by sky_line · 2 comments
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Part of #1205.

  • (#5) Group colours (LLGroupColorMap): a colour per group on name tags, the minimap and the feed.
  • (#21) Sound emitter blacklist and attachment probe: per-object and per-wearer blocking, with permanent entries re-found after a re-rez. Build it on our derender list.
  • (#15) MMO chat log and IM well: a tabbed corner log (All / Local / Group / IM / Combat), spam collapsing, a faint mouselook view. Make it optional next to our console-style chat; don't replace it.
  • (#25) The Phosphor icons and Barlow font only as far as the features above need them (permissive licences, credited); not a reskin.
  • (#28) OCOL-labelled pieces (height mist floater, gesture-to-button): the owner considers the whole fork LGPL. Note the origin question in the commit.

Source: GunMetal-DX by squeedledorf (https://github.com/squeedledorf/GunMetal-DX), v0.3.0 = cf5f1f4, based on our d37288cfec. LGPL 2.1, a public release. Credit in code comments and in the About / release notes. The per-feature evaluation (local) is in research/GUNMETAL_DX_2026-10-28.md; the section 3 table numbers are quoted as (#n).

For every stage:

  • Port by hand onto current dev. Their base is 44+ commits behind, and the renderer files have moved on.
  • Strip their settings down to the few that earn a place (minimal config space). Experiment toggles are Persist=0.
  • Never take their custom SDL3 build (SDL3-3.4.18-gmdx1), updater, crash reporter, installer or branding.
Part of #1205. - **(#5) Group colours** (LLGroupColorMap): a colour per group on name tags, the minimap and the feed. - **(#21) Sound emitter blacklist and attachment probe:** per-object and per-wearer blocking, with permanent entries re-found after a re-rez. Build it on our derender list. - **(#15) MMO chat log and IM well:** a tabbed corner log (All / Local / Group / IM / Combat), spam collapsing, a faint mouselook view. Make it optional next to our console-style chat; don't replace it. - **(#25)** The Phosphor icons and Barlow font only as far as the features above need them (permissive licences, credited); not a reskin. - **(#28) OCOL-labelled pieces** (height mist floater, gesture-to-button): the owner considers the whole fork LGPL. Note the origin question in the commit. Source: GunMetal-DX by squeedledorf (https://github.com/squeedledorf/GunMetal-DX), v0.3.0 = cf5f1f4, based on our d37288cfec. LGPL 2.1, a public release. Credit in code comments and in the About / release notes. The per-feature evaluation (local) is in research/GUNMETAL_DX_2026-10-28.md; the section 3 table numbers are quoted as (#n). **For every stage:** - Port by hand onto current dev. Their base is 44+ commits behind, and the renderer files have moved on. - Strip their settings down to the few that earn a place (minimal config space). Experiment toggles are Persist=0. - Never take their custom SDL3 build (SDL3-3.4.18-gmdx1), updater, crash reporter, installer or branding.
sky_line added this to the Slipstream project 2026-10-28 16:33:54 +00:00
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Shipped in 1.5.0 Beta 5 (2026-10-29).

Shipped in **1.5.0 Beta 5** (2026-10-29).

Hi, I've been working on GunMetal-DX as a hobby project and combat viewer for the SLMC (Second Life Military Community). Needless to say, I'm a huge fan of the work your team has done with Slipstream. I'm genuinely thrilled that the project is able to make use of my work, and the choices made while porting are elegant.

I wanted to address the OCOL-labelled pieces (item 28 above). OCOL is an LGPL 2.1 viewer for the Outer Colonies OpenSim project. Its repo is currently private, as the binary and full viewer source are only being shared among the devs and testers on that project until release.

The rolling ground mist was written in September 2026 for the OCOL viewer, from scratch; its look was inspired by zesterer's OpenMW volumetric clouds (no code taken as the inspiration's repo has no licence). I recently ported it onto Slipstream's volumetric fog in GunMetal-DX, which is the version you ported: github.com/squeedledorf/GunMetal-DX@cf5f1f4d46/indra/vkclean/shaders/clean_vol_inject.comp. The gesture-to-button change was also OCOL work. Same author for both, LGPL 2.1 throughout. I'll likely be taking OCOL references out of the code in future.

Thank you,

Squeedledorf

Hi, I've been working on GunMetal-DX as a hobby project and combat viewer for the SLMC (Second Life Military Community). Needless to say, I'm a huge fan of the work your team has done with Slipstream. I'm genuinely thrilled that the project is able to make use of my work, and the choices made while porting are elegant. I wanted to address the OCOL-labelled pieces (item 28 above). OCOL is an LGPL 2.1 viewer for the Outer Colonies OpenSim project. Its repo is currently private, as the binary and full viewer source are only being shared among the devs and testers on that project until release. The rolling ground mist was written in September 2026 for the OCOL viewer, from scratch; its look was inspired by zesterer's OpenMW volumetric clouds (no code taken as the inspiration's repo has no licence). I recently ported it onto Slipstream's volumetric fog in GunMetal-DX, which is the version you ported: https://github.com/squeedledorf/GunMetal-DX/blob/cf5f1f4d46/indra/vkclean/shaders/clean_vol_inject.comp. The gesture-to-button change was also OCOL work. Same author for both, LGPL 2.1 throughout. I'll likely be taking OCOL references out of the code in future. Thank you, Squeedledorf
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