Server Deployments – Week #44
As always, please refer to the server deployment thread for the latest updates.
On Tuesday, October 27th, the Main (SLS) channel received the same server maintenance package as deployed to the three RC channel in week #43. This comprised server-side improvements for delivering group notice attachments, together with some simulator crash fixes and code to prevent the uploading of “hacked” mesh content (e.g. mesh items which show a LI of 1 no matter what their actual complexity, or which spoof a creator’s name).
On Wednesday, October 28th, the RC channels should be updated as follows:
- BlueSteel and LeTigre will each receive the same new server maintenance package, comprising a simulator crash fix
- Magnum will also receive a new server maintenance package, comprising the same simulator crash fix as BlueSteel and LeTigre, together with a fix for a security issue.
On Monday, October 26th, the Notifications viewer was promoted to the de facto release viewer. Version 184.108.40.2065981 comprises the new floater for managing incoming notifications (Group, Transactions, Invitations, System).
Also on Monday, October 26th the HTTP release candidate viewer updated to version 220.127.116.116549, which includes fixes for the following issues:
- Replace old http client usage with llcorehttp
- Viewer doesn’t connect to Facebook
- [Project Azumarill] Avatar often bakes fails on Azumarill
- [Azumarill-RC] Viewer actually crashes when connection is lost instead of disconnecting.
- Viewer crashes when trying to create webprim
- Secondlife has stopped working error, after canceling TOS
- Terms of service are not loading.
Rigging Mesh to Attach Points – BUG-10543
In my last project update, I reported on asset upload validation checks, and the Lab’s work to move them from the viewer to the simulator (e.g. checks to ensure animations are what they say they are, further checking of mesh uploads to ensure they can be rendered correctly, etc.). the overall aim is to improve reliability in SL. However, one impact of these changes is that once implemented, it will no longer be possible to upload mesh items weighted to attach points.
While the Lab has never regarded this as a supported means of handle mesh attachments, it has nevertheless been widely used by creators in SL. So much so that when Firestorm removed the ability to upload such meshes from their viewer, it caused some consternation (see FIRE-17144).
Once implemented, the change should only affect new uploads of mesh weighted to attachment points, and not affected any items already uploaded and in use within SL. However, a JIRA on the matter has now been raised directly with the Lab on the issue (see BUG-10543), in which creators who use the technique can provide input and use-cases to the Lab on why the approach is used (if you wish to leave a comment, please try to make it constructive and provide examples / reasoned argument, as these work better than rants).
Commenting on the JIRA, Troy Linden has said, “We realise that there will be a lot of residents/assets affected by this and currently looking into it. Sorry for the inconvenience and worries it caused. Please stay tuned.”
Adding to this at the Simulator User Group meeting on Tuesday, October 27th, Oz Linden said:
Up until a couple of days ago, we didn’t know anyone was doing it. You’d be amazed how often that happens. So please allow us a little time to digest what we’ve been learning. It’s actually one of the great things about working on SL. While we don’t always love how people apply their creativity, we all just love seeing how creative our users are.
Region Edge Issues
There has been an occasional problem encountered along the edges of simulators in which, when terraforrming and using the Smooth option, a very thin “cliff” can be raised into the air (see BUG-5979), or where when an avatar gets close to a region, it falls through a “gap” (see BUG-242).
Various reasons have been identified for this – as noted in the bug reports – and at the Simulator User Group meeting, Simon Linden said, “I think I found the cause of those odd region edges you sometimes see, where you can’t move in the areas you think you should at the edge of the land. It’s actually not the navmesh [which had been thought to be one of the possible causes] but it is the physics shape of the land.”
Essentially, the simulator, where no longer connected to a region which might once have been next to it, gets confused as to what it thinks should be alongside it. It then attempts to match the physics and land to what it thinks is in the “neighbouring” region, rather than simply resetting itself.