A visit to Fusion in Second Life

Fusion, November 2019 – click on any image for full size

ElizabethNantes has a reputation for producing some eye-catching region designs (see Follow your Bliss in Second Life, March 2016; and Following an Oriental Bliss in Second Life, July 2017). she now has a new design that is elegantly simple yet perfect for keen photographers.

Fusion is a Full region that features an urban setting of distinctly Japanese looks, complete with some stunning wall paintings which are, I believe, also Elizabeth’s own work. Located on a sky platform, the setting is a lot smaller than the area for a region, but there is a lot packed into it to keep visitors engaged.

Fusion, November 2019

Such is the size of build, a blow-by-blow description is perhaps overkill; from the landing point, situated within a concrete block of a building that offers the opportunity to join the local group (L$500 fee, rezzing rights granted), it is easy to find one’s way around the town, given the buildings are set around a series of small roads.

Which is not to say there is nothing to see; this is a place where attention to detail has produced a setting worth taking the time to appreciate.

Fusion, November 2019

Take, for example the marketplace just outside of the landing point building. Offering multiple food outlets, it points the way to a sake bar with adult overtones, but which also offers a place to sit. Eastwards, across a central square bounded on two sides by apartment houses is a school with furnished classrooms, playground and general facilities.

To the west, the town gives way to a ribbon of countryside sitting between buildings and cliff-like surround. This offers a haven of peace from the possible hustle of the city. Water tumbles from the north end of this reach, feeding a stream that flows rapidly south to enter a large pool. With a opportunity to fish and places to sit and appreciate the view. it offers a place of sanctuary typical of many a town or city environment, giving Fusion a further sense of reality.

Fusion, November 2019

With plenty of opportunities for avatar photography, Fusion makes for an engaging visit that does not over-tax one system, but offers opportunities for discovery, all wrapped in a gentle sound scape. Recommended.

SLurl Details

  • Fusion (Fleur de Sel, rated Adult)


Sansar: of backpacks and vehicles

Playing with the Backpack in Sansar

On Tuesday, November 19th, the second Sansar R37 point release was made (oddly dated “November 11th” in the release notes), containing the first pass of a much-requested capability. Also on the same day, a short video was dropped on Twitter previewing the first cut towards providing another oft-requested feature at some point in the future.

R37 Release Update 2 – The Backpack

Critiques levelled at Sansar by users and creators is the lack of the ability for using items from their inventory in-world, or to have a means of conveniently carrying multiple items they can then call upon when needed without necessarily having them attached to their avatar all the time.

These requests have typically revolved around the idea of a “backpack” that can be used to store such items (perhaps even collected from within a world, during the course of a quest for example), and from which they can be drawn and used when needed.

The R37 Release Update 2 offers the first pass at trying to address at least some of the functionality for such a “backpack”. However, rather than being an item worn directly by the avatar, the Backpack takes the form of a new UI element that is only active in worlds where its use has been allowed. With this initial release, the Backpack comes with 6 items:

  • 3 items that automatically attach to the avatar (right hand): two light wands and a light disc / frisbee
  • 3 dynamic objects that can be dropped in-world, picked up, pushed around, etc: a die, a beach ball, a balloon.

It is used by clicking on the UI button, then clicking on the the required item’s image. Those that can be worn are attached directly to the avatar; those that can be dropped in-world spawn directly in front of the avatar. All six items can be be thrown, pushed, dropped or picked up, and can also (with this release at least) be “shared” between avatars: if avatar A drops a ball in world, Avatar B can push it around or pick it up.

The Sansar Backpack UI element and the initial 6 default items within it

These objects are perhaps not intended to be useful (although the light wands and disc would likely find use when dancing), but appear to be geared more towards simple demonstrations of what the Backpack can initially do.

Further key points with the Backpack are:

  • With this initial release, the Backpack has been enabled throughout all public worlds in Sansar by default. World creators can opt to disable (or re-enable) it via Scene Settings → Backpack → Item Source setting.
  • There is currently no means to “return” an item to the Backpack – items can only be spawned / dropped in a world.
  • Concerns have been raised over the impact (visual / performance) in having Backpack items littering a scene. However, a time-out of approximately 4 minutes is enforced on items spawn (either in-world or held by an avatar) is enforced.
  • As per the week #46 Product Meeting, a future iteration on the Back will allow world creators to define a list of objects that can be spawned within their world(s).

Other Items in the Update

In addition to the Backpack, the R37 Update 2 introduces Valve Index Headset and Controller tracking (finger tracking is not yet supported). There has also been a minor tweak the to Nexus teleport portal seen in the Home Space, and a number of bug fixes – see the release notes for more.

Vehicles in Sansar

Another long-time request for Sansar has been the ability for avatars to correctly operate (“drive”, etc.) vehicles. Again, it is a capability that Linden Lab has indicated it is a capability they would like to introduce to Sansar at some point.

During the week #46 Sansar Product Meeting, it was indicated that the Sansar team were experimenting with the idea of “jointing” or “sticking” avatars to dynamic objects such as vehicles, and on November 19th, a video showing some of this experimentation was tweeted via the @SansarOfficial Twitter feed, and is reproduced below (note that this video is looped).

This doesn’t necessarily mean the drivable vehicles are about to become a “thing” with Sansar – the video seems to indicate the system is still very rough around the edges and in need of further refinement – but it does show that vehicles (at least land vehicles) could be something Sansar may be on the way to getting.

The R37 Update 2 point release and the video might go some small way to countering some of the perception that, as a result of the switch in focus to live events, LL are “pausing” Sansar development in other areas – although admittedly, it will only be through the course of further major releases to the platform that we’ll really have insight into how LL will continue to enhance the platform with significant capabilities and options beyond supporting “live” virtual events.

2019 Simulator User Group week #47 summary

Gentle Breezes, October 2019 – blog post

Updates, November 20th, 2019:

  • Regarding BUG-227179 “All off-line inventory offers from scripted objects are STILL lost”. As per the notes below, this was believed fixed in the Wassail RC viewer. Testing has confirmed the issue hasn’t been fixed, and can be more confusing  – see BUG-227901.
  • Following the discussion about the error message, “Wire Chewed By Rabbit”, April Linden offered the following explanation via the forums:

/me raises her paw!

Soooo, uh, I was working on some server code a few years ago, and figured “no one’s gonna see this anyhow, so I’m gonna have some fun with it!” hehehe. 😝

You never know where the GridBuns might be lurking…!

Although she admits why the error surfaced with regards to Singularity is a bit of a mystery.

Simulator Deployments

Please refer to the server deployment thread for news and updates:

  • There was no update to the Main SLS channel on Tuesday, November 19th, leaving it on server release 2019-11-01T18:02:37.532376, previously deployed to an RC and comprising: internal script improvements. internal logging changes and improvements to simulator state saves, which should make rolls smoother.
  • On Wednesday, November 20th, there will be a maintenance update to RC servers: 2019-11-15T21:13:13.532828, comprising:
    • Improves crash detection during shut-down
    • Fixes some race conditions with LSL scripts that could cause them to handle the same event more than once during a roll.
    • Includes updates to improve simulator security.

An SLS deployment had been planned for the Main channel, however, at the meeting, Simon Linden noted:

We didn’t have an update this morning as we found an issue preventing the RC code from going forward. It isn’t anything visible or buggy from your point of view, but was about some internal data routing. To be on the safe side, we decided to get that sorted out first.

SL Viewer

There have been no updates to the current SL viewer pipelines, leaving them as follows:

  • Current Release version, formerly the Ordered Shutdown RC viewer, dated November 4, – NEW.
  • Release channel cohorts:
  • Project viewers:
    • Copy / Paste viewer, version, November 15.
    • Project Muscadine (Animesh follow-on) project viewer, version, October 28.
    • Legacy Profiles viewer, version, September 17. Covers the re-integration of Viewer Profiles.
    • 360 Snapshot project viewer, version, July 16.

In Brief

  • Simulator Deployments Causing Script Issues? -There have been reports that recent simulator deployments are causing running scripts to be reset when regions come back up, rather than  being restored to their previous state. Potential issues linked to this – impacting breedables – are indicated as being BUG-227688 and BUG-227897. As far as the  Lab is aware, there have been no back-end changes that would cause such script issues.
  • BUG-227179 “All off-line inventory offers from scripted objects are STILL lost” – it is believed that a fix for this is in the Wassail release candidate viewer (if not recorded in the release notes) – tests are being made to verify whether this is the case or not.
  • Error message: “Wire Chewed By Rabbit” in log files following log-in with missing textures / time-outs – this appears to be an issue specific to the Singularity viewer, and believed fixed in the most recent nightly / alpha / beta builds. If you are on Singularity and encounter it when examining your viewer log files as a result of texture load issues, please file a report with the Singularity team.