Server Deployments Week 21
Main (SL) Channel
On Tuesday May 20th, the Main (SLS) channel received the server maintenance package deployed to Magnum in week 20.This includes a bug fix for a networking-related issue that sometimes affects busy sims.
Issues encountered on the grid, but unrelated to the new code deployment, interrupted the latter. Commenting on the situation at the (late-starting) Simulator User Group meeting, Simon Linden said, “I believe the rollout stopped in the middle, and things will get patched up tomorrow morning. We’re still picking up the grid pieces and will sort out the clean up plan later in the day.”
BlueSteel and LeTigre RCs
On Wednesday May 21st, the BlueSteel and LeTigre RCs remain on the Sunshine / AIS v3 server-side code, and receive the networking-related bug fix deployed to the Magnum RC in week 20 and to the Main channel on Tuesday May 20th – see here for details.
On Wednesday May 21st, the Magnum RC should receive a new project, which includes changes related to the ‘Experience Tools’ project.
The de facto release viewer updated on Monday May 19th to version 220.127.116.119922, formerly the Maintenance RC comprising fixes in Recent tab, Chat, LSL editor, land management, etc; GPU table updates; crash fixes & performance improvements – release notes here.
Also on Monday May 19th, the following RC viewer updates occurred:
- The Sunshine / AIS v3 RC was temporarily removed from the Alternate Viewer page, but is expected to return soon
- A new Memplug RC viewer, version 18.104.22.1689942 was released, containing a number of fixes for memory leaks which are expected to result in improved viewer performance and a reduction in crash rates.
LSL Functions for Materials
Further to discussions in week 20, Simon Linden had some news on the much-requested LSL functions for materials processing, saying, “I can say I was trying to grief myself with materials LSL functions the other day. I hope we can talk more about that on Thursday at the beta user group.” He went on to outline some of the functions for manipulating materials that he’s been playing with:
[PRIM_SPECULAR, integer face] returns [string texture, vector repeats, vector offsets, float rotation_in_radians, vector color, integer glossy, integer environment]
[PRIM_NORMAL, integer face] returns [string texture, vector repeats, vector offsets, float rotation_in_radians]
[PRIM_ALPHA, integer face] returns [integer alpha_mode, integer alpha_cutoff]
[PRIM_SPECULAR, integer face, string texture, vector repeats, vector offsets, float rotation_in_radians, vector color, integer glossy, integer environment]
[PRIM_NORMAL, integer face, string texture, vector repeats, vector offsets, float rotation_in_radians]
[PRIM_ALPHA, integer face, integer alpha_mode, integer alpha_cutoff]
He went on, “There is a magic default value using NULL ids that represents “no material” … so it can be removed.”
Simon also indicated that at some point soon (no date as yet), there will a few regions (most likely on Aditi, the beta grid) to try-out the new functions with the aim of seeing how the capabilities are used, how they get abused and then how SL behaves, so that some appropriate limits can be imposed to prevent deliberate or accidental abuse.
New Mesh Avatars and the AMD/ATi Issue
On Thursday May 15th, Linden Lab launched their line of new mesh avatars to something of a mixed response. Unfortunately, said avatars may have fallen a-foul of a long-standing rigged / fitted mesh rendering issue affecting people used AMD / ATi graphics systems with recent Catalyst drivers, and which sees rigged / fitted mesh stretching to the 0,0,0 coordinate of a region – see BUG-6065, which offers advice on circumventing the issue.