Tuesday, March 3rd, saw the Main (SLS) channel receive the server maintenance package deployed to the RC channels in week #9. This includes:
- A server-side fix for BUG-8297, “Unable to teleport anywhere using SLGO”
- Improvements to server logging.
There were no deployments to the RC channels on Wednesday, March 4th.
Upcoming Server Updates
During the Server Beta User Group meeting on Thursday, March 5th, Caleb Linden, who now chairs the meetings, indicated that an upcoming deployment to the RC channel will include a change to the number of off-line IMs delivered when you log-in.
Currently, the cap is set to 25, but it’s not clear what the new limit will be, although it might vary (or be adjustable) depending on whether a user is a Basic or Premium member. This change will not affect the forwarding of off-line IMs to e-mail.
The new Tool Chain Update viewer was promoted to Release Candidate status on Wednesday, March 4th. Version 22.214.171.1249443 see a change to the tools used to build the viewer (e.g. the use of Visual Studio 2013, Xcode 6.1, and some other tools improvements). This update also incorporates the log-in screen update to a single button, replacing the need for the Log-in Screen RC viewer.
Future Viewer Updates
Avatar Layers Global Limit
In 2014, BUG-6258, “Popularity of Mesh Attachments Facilitates Need For More Alpha Layers” is a request to raise the number of alpha layers which can be concurrently worn, prompted the Lab to consider the introduction of a global limit on the number of clothing layers an avatar could wear,so that, like attachments, an avatar can wear as many clothing layers in any combination, up to that limit, rather than having individual limits enforced per clothing layer.
During the TPV Developer meeting in week #9, Oz Linden indicated that while there had been major progress on this idea since it had been first raised, something would likely be appearing later in the year. Since then. Whirly Fizzle has spotted a viewer code repository from Vir Linden: “SL-103 WIP – viewer enforces wearable limits based on total articles of clothing rather than per-type limit. Limit is artificially low for testing, will bump before release.”
This doesn’t mean new global limits on avatar cloting layers will be appearing in the next few weeks, but it does indicate that it is one of several avatar related projects he’s working on (together with the new Avatar Hover Height feature and fixing at least some of the current crop of attachment issues).
Also during the TPVD meeting in week #9, Oz commented that some “cosmetic” work was being done to the way notifications are presented through the viewer. Again, thanks to Whirly’s poking around, this would appear to be in connection with BUG-8000, “Separate transaction notices from group notice/invites or provide some means for sorting incoming notifications”, which has been imported by the Lab and is being worked on.
Simon Linden is continuing to bang on things to try to correct issues that have arisen since the last set of updates at the end of week #9. According to Caleb Linden, who now chairs the Server Beta Group meetings, those groups that are affected are seeing up to a 20% failure rate in delivered messages.
Rigged Mesh Crashers
Further to my last report on this issue, Whirly Fizzle (who is genuinely one of the great powerhouses in helping to keep SL rolling along) stepped up to provide a more detailed explanation of the issue based on her own extensive investigations into the matter (thanks Whirly! 🙂 ).
In her comments, Whirly notes that Chalice Yao has developed a debug setting within her own NACL viewer setting specifically stop cap rendering of worn rigged meshes, and that Nicky Dasmijn from the Firestorm team is working on a patch for their viewer. However, while the setting works, it can also prevent “legitimate” rigged mesh items with high vertices counts from rendering.
Further discussion of the problem with regards to BUG-2082, which includes new viewer rendering controls, confirmed this would not help with the issues presented by this particular kind of rigged mesh crasher but it will prevent issues such as the animated mesh “tail of doom” which can cause viewer crashes as a result of overloading memory.