As always, please refer to the server deployment thread for the latest updates and information.
- There was no deployment wo the SLS (Main) channel on Tuesday, January 8th, 2019, leaving the channel on server release #18.12.05.522294, comprising a voice service adjustment and internal fixes. However, regions on the channel were restarted in keeping with the Lab’s 14-day restart policy.
- On Wednesday, January 9th the RC channel updates are slated as being:
- Magnum and LeTigre are slated for “no roll” and to remain on server release 18#18.12.05.522294, first deployed to it on December 12th, 2018.
- BlueSteel should be updated on Wednesday, January 9th, 2019 with server maintenance package 19#19.01.03.522821, comprising logging improvements, including “logging to gather baseline information on simulator performance in various areas of interest”.
- Snack should remain on EEP simulator version 18#188.8.131.522551, first deployed on December 17th, 2018.
- All RC channels should be restarted, again in keeping with LL’s 14-day restart policy.
- Current Release version 184.108.40.2062263, dated December 5, promoted December 13. Formerly the Spotykach Maintenance RC viewer – No Change.
- Release channel cohorts:
- Estate Access Management (EAM) RC viewer, version 220.127.116.112564, December 19.
- BugSplat RC viewer, version 18.104.22.1682614, December 18. This viewer is functionally identical to the current release viewer, but uses BugSplat for crash reporting, rather than the Lab’s own Breakpad based crash reporting tools.
- Love Me Render RC viewer, version 22.214.171.1242531, December 18.
- Project viewers:
- Linux Spur viewer, version 126.96.36.1999906, dated November 17, 2017 and promoted to release status 29 November – offered pending a Linux version of the Alex Ivy viewer code.
- Obsolete platform viewer, version 188.8.131.520847, May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.
Pathfinding is a capability deployed to Second Life in 2012. For those unfamiliar with it, pathfinding was intended to provide a means to allow a range of automated characters – people, animals, monsters, mobile objects (“mobs”) to be created and set into motion within Second Life with greater ease than had been possible.
Using various tools and LSL commands, together with the “navmesh”- a representation of a region’s geometry generated and used by the Havok physics engine to determine paths for pathfinding characters – these characters would be able to navigate their way around obstacles, follow roads, climb inclines, etc. Yoy can read more about it in my 2012 Pathfinding overview.
Unfortunately, and due to a number of reasons – not all of which were entirely fair – Pathfinding never really gained significant use (in fact, many region holders disabled the capability out of fear concerning performance issues.
With the arrival of Animesh, however, there is potentially a new opportunity for Pathfinding to find a use. However, in the time that’s elapsed since the original deployment, there are things that need to be looked at – the wiki documentation, for example, appears to be somewhat out-of-date (and was always a little confusing). Also,Pathfinding itself can also be somewhat unpredictable, while some of the capabilities could possibly do with update.
Whether or not Pathfinding will be revisited by the Lab or not is currently an open question; however it has been a topic that has been raised at a number of user group meetings (Simulator can Content Creation), so it is something the Lab is aware of as being of potential interest to users / creators.