Server Deployments – Week 42
As always, please refer to the week’s forum deployment thread for the latest news and updates.
Second Life Server (Main Channel) – Tuesday October 15th
The main channel received the server maintenance project previously on all three RC channels in week 41. This project includes a fix for a group notice delivery issue, introduces a missing JSON operation to LSL, and includes preparatory work for an upcoming viewer with scene loading (interest list) improvements.
Second Life RC BlueSteel, RC Magnum, and RC LeTigre – Wednesday October 16th
All three RC channels should receive a new server maintenance project. However, at the time of writing, it is unclear whether the RC deployment will occur due to a last-minute bug being identified. Speaking at the Simulator User Group meeting, Andrew Linden indicated that while it had been fixed, it has yet to pass internal QA.
Assuming it does go ahead, the deployment includes fixes for the following issues:
- “Group member access to parcels fails when ‘Sell passes to’ is enabled” (BUG-3992)
- “‘Ghost’ avatars and vehicles sometimes appear to an observer at the sim border” (BUG-3872)
- “Vehicles which exit a region with a passenger are incorrectly auto returned and become ‘ghost shapes’ in the physics engine” (BUG-4024)
- A performance issue with avatar loading speed in the experimental ‘viewer-interesting’ viewer.

In addition, extremely high Avatar Render Weights reported to the server are now capped at 500,000 (BUG-4010) – so the server will take any report over 500k and treat it as 500k. Simon explained that this cap had been arrived through a process of observation and data-gathering he undertook himself or resident supplied to him, all of which suggested the average for ARW among users is around 100K. In describing the cap in general, he went on:
You should consider anything close to 500k as just “way too high”. The system is a compromise that’s needed because some people will try to game it You should not trust the values too much. They are from viewers, which (don’t take this personally, anyone) cannot be trusted to be accurate 500k is at the very high-end of usage.
Really, anyone near that in a public place is hogging your viewer display power if you’re up by 500k – you’re using roughly 5x the viewer render resources as everyone else Also remember that SL is not doing anything with this data. It’s up to scripters and land owners to react. So I can imagine a popular club maybe sending a warning IM to someone who’s really complex.
I hope some people can find it useful within its limitations. As it currently works, it should give scripts a good idea if some people are extra-costly. It’s up to the scripter to handle that well or not.
SL Viewer Updates
Two new release candidate viewers were deployed to the release channel on October 14th and 15th. These are the Catalyst Viewer and a further Maintenance Viewer.
Maintenance Viewer
Release on October 14th, Maintenance RC 3.6.8.282335 includes:
- finer access control for estate/parcel owners
- CHUI: toggle expanding Conversations by clicking on icon
- clean up messaging & notifications
- fix crashes & hangs
- GPU table update
Catalyst Viewer
Release on October 15th, the Catalyst RC, release 3.6.8.282367, is intended to address a start-up crash on latest AMD Catalyst drivers: 13.9, 13.10, 13.11.
Interest List
Not much to report here, the viewer-side code has yet to emerge as an RC, but Andrew Linden has been working on comparisons with scene loading in the hopes of producing a film to demonstrate the improvements. He’d recorded the “before” footage a while ago, and has been focusing on the “after” footage.
“I brought the regions up on some old simulator code from before any of the latest interest list work… from Dec 2012. Andrew Linden: and I was reminded as to how poorly the scene used to load; everything arrived in mostly random order,” he said during the simulator User Group meeting, “I found a very small room in one of my test regions. So I logged out while standing in this closet, cleared my cache, and logged back in… On the old simulator code you could see the world streaming in and then BAM! the walls of the room would obscure everything. On the new code… the walls are there as soon as the login curtain raises. Not that the scene loading is perfect now, but some of you may remember… it used to be much worse.”
Hopefully we’ll be able to see the video soon, and Andrew will be able to avoid further plays on him coming out of the closet…
Group Ban List
Again, not a lot to report at the moment. Appearing at the Simulator User Group meeting, Baker Linden said:
I wanted to give an update on group bans: I’m currently working through the bugs found by internal QA testing, trying to fix them as quickly as I can. Later today I’ll be doing another round of code reviews, and hopefully everything there will go smoothly.













