As always, see the server deployment thread for the latest updates and information.
- There was no Main (SLS) channel roll on Tuesday, November 8th.
- On Wednesday, November 9th, the three RC channels should all receive the same new server maintenance package, which includes:
- llGetEnv() will support “region_max_prims” (feature request BUG-40825).
- llGetObjectDetails() will have a new OBJECT_GROUP_TAG function (feature request BUG-20064) – when pointed at avatars it returns the group tag you see floating above them; and also OBJECT_TEMP_ATTACHED – to tell you if something is a temp attachment (feature request BUG-5195).
There have been no changes to the current batch of viewers in the various pipelines since the end of week #44, leaving things as follows:
- Current Release version: 126.96.36.1990331 (dated October 4th), promoted October 10th – formerly the VLC media plug-in for Windows RC
- Release channel cohorts:
- Project viewers:
- Obsolete platform viewer version 188.8.131.520847 dated May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.
Avatar Attachments Being Unexpectedly Detached
This has been an issue for a while, but has recently seen an uptick in occurrences. IN essence, and for some reason, when undertaking at TP or physical region crossing (both amount to the same thing), a “kill object” (attachment) message can be sent by the simulator.
Essentially, there is an issue in messaging between the simulator and the viewer during region crossings (physical or teleports), which can result in attachments being detached or, harder to detect, attachments being removed server-side, but remaining visible (but effectively ghosted) in your view, and which cannot be individually removed, as the simulator doesn’t recognise them as being there.
Whirly Fizzle has posted on possible fixes for the issue, including details of an experimental fix from the Firestorm team which might be included in the next release, pending Linden Lab addressing the root cause of the problems
One of the most common occurrences for the problem is having multiple items on a single attachment point (rigged meshes can often all default to the right hand, for example). So, should this problem occur, and once you’ve corrected matters (such as be a forced rebake (
CTRL-SHIFT-R) or a complete change of outfit, for example), check the items affected by the problem, and if they do share an attachment point with one another or other attachments your avatar is wearing, trying relocating them to unoccupied points (this should be particularly easy to do with rigged mesh, which can be attached pretty much anywhere and render at the correct point on your body.