2023 week 3: SL CCUG and TPV Developer meetings summary

Where Our Journey Begins, November 2022 – blog post
The following notes were taken from
  • My audio recording and chat log transcript of the Content Creation User Group (CCUG) meeting held on Thursday, January 19th 2023 at 13:00 SLT.
  • Pantera’s video of the Third Part Viewer Developer (TPVD) meeting held on Friday, January 20th, 2023 at 13:00 SLT, embedded at the end of this article.
These meetings are chaired by Vir Linden, and their dates and times can be obtained from the SL Public Calendar; also note that the following is a summary of the key topics discussed in the meetings and is not intended to be a full transcript of all points raised. Note, The TPVD meeting was abbreviated to 20 mins.

Official Viewers Status – TPV Meeting

Available Viewers

  • On Thursday, January 19th, 2023, the Maintenance R RC viewer was updated to version  6.6.9.577678 – translation updates and the return of slam bits.
  • On Wednesday, January18th, 2023:
    • The Maintenance (Q)uality RC viewer was updated to version on 6.6.9.577581 – new Debug settings UI, quality of life improvements.
    • The PBR Materials project viewer updated to version 7.0.0.577610, on January 19, 2023 – SSR support.
      • This viewer has been reported as “broken” when running on systems with AMD GPUs, a situation that was being investigation as these notes were being written.
This leaves the rest of the currently-available official viewer as:
  • Release viewer: Maintenance P (Preferences, Position and Paste) RC viewer version 6.6.8.576863 Monday, December 12, 2022.
  • Release Candidate viewers:
    • Performance Floater / Auto-FPS RC viewer, version 6.6.9.577251, January 4, 2023.
  • Project viewers:
    • Puppetry project viewer, version 6.6.8.576972, December 8, 2022.

General Viewer Notes

  • Vir pointed out that as Microsoft has ended support for Windows 8 on January 10th, 2023, it is no longer regarded as a supported operating system for running Second Life, and the viewer will not be tested against it (and the System Requirements page has been updated to reflect this, specifying Windows 10+ most recent service pack as the baseline supported Windows OS.
  • The second phase of the Github work in on-going, notably updating all the viewer build libraries.

Inventory Enhancement Project – Both Meetings

Linden Lab is looking to enhance the Inventory system.
  • The first element of this work is to be the addition of a fixed-resolution thumbnail preview capability, allowing users to see a small image of a given object (where this makes sense – so the likes of note cards and scripts would be excluded) within inventory, with these thumbnails either being of individual items or entire folders.
  • This work has now started, but it will be “some time” before there is anything user-facing to show.
  • A code contribution from Kitty Barnett (Catznip) for an inventory texture tool tip / preview may well be folded in to this work.
  • Once the thumbnail preview work has been completed, it is possible the Lab will look to further enhancements to inventory management. One future enhancement under consideration is support for folders to be included in the Contents inventory of individual objects.

glTF Materials and Reflection Probes – CCUG

Project Summary

  • To provide support for PBR materials using the core glTF 2.0 specification Section 3.9 and using mikkTSpace tangents, including the ability to have PBR Materials assets which can be applied to surfaces and also traded / sold.
  • To provide support for reflection probes and cubemap reflections.
  • The overall goal is to provide as much support for the glTF 2.0 specification as possible.
  • The project viewer is available via the Alternate Viewers page, but will only work on the following regions on Aditi (the Beta grid):  Materials1; Materials Adult and Rumpus Room 1 through 4.
  • Please also see previous CCUG meeting summaries for further background on this project.

Status

  • Viewer:
    • Screen Space Reflections (SSR) has now been integrated into the Project Viewer, (January 19th onwards), although work around this is still being finalised, notably mixed Reflection Probes with SSR.
    • Some fixing is required to the default colour curves in the viewer.
    • Stability issues have been noted on Intel integrated graphics hardware, and these are being investigated / fixed.
    • There have now been a total of two further weeks focused on optimising the viewer’s performance, and the results of this work should be available in the next update to the Project Viewer.
    • UI updates: the viewer will likely see some UI updates as it progresses:
      • The next update will likely include a new dedicated icon for on the Build floater for creating Reflection Probes.
      • The drop-down in the Build floater Textures tab (Currently Materials and Media on the release viewer, may be re-labelled for PBR (where it is Materials, Media, PBR) to more clearly differentiate between the current materials maps system and “new”” PBR materials.
      • Similarly, the new Materials Inventory folder in the Project Viewer may also be renamed to avoid the potential for confusion between the use of PBR materials assets and the current materials maps system.
      • Further, the menu option Build → Upload → Materials (in the Project Viewer) may be reamed to more clearly reflect it is for PBR materials, not material maps.
      • Exactly was terms will be used is TBD, but the general push (from LL’s perspective is to use meaningful lbeels on options and menus which can be Googled with some relevance by those wanting to know more about the underpinning file formats / standards, etc.
  • Work is going into messaging between the back-end and the viewer to ensure it will scale once the viewer starts to see widespread use.

In Brief

  • As the PBR Materials project is approaching a possible RC release, the questions has been asked as to what is next on the graphics front. While no formal decision has been made, options include:
    • A return to looking at adding something like Vulkan / MoltenVK (for OS X) API support alongside of the OpenGL API (which has been slated for deprecation by Apple and is growing increasingly long in the tooth). This work is being looked at more as a performance optimisation rather than a visual boost to rendering (e.g. allowing SL to be less CPU-bound and make more use of the GPU, reducing the volume of draw calls, etc.).
    • Further expansion of the glTF work to include mesh (and moving away from Collada .DAE), animations, etc. But again, no definitive plans / direction has been agreed within the Lab.
      • While there is a appetite at the Lab to support as much as the glTF 2.0 specification, some aspects will be excluded from the list – mentioned at the meeting were Setting the filter mode and sampler state of textures, both of which were described as “problematic” for implementation within SL.
    • Overhauling / updating support / options for ground textures.
  • The CCUG meeting saw a general discussion on animations, the skeleton and all that it involves (bones, attachment points, collision volumes, rigging, etc., and the rules / policies surrounding them, couched initially in the potential for expanding the skeleton / avatar system – for which there are currently no plans to do so beyond what has already been done.
  • Pivot points: (related to the above) past CCUG meeting saw some extended discussion on implementing pivot points on the skeleton, and LL indicated they would investigate this. Since then, it has become increasingly apparent that a node hierarchy would be beneficial and potentially easier to implement; ergo pivot points have been pulled into the pot for a future hierarchy project.
  • There is a known bug where Premium Plus users  – who gain free texture uploads – are being charged for textures included in mesh uploads. An upcoming simulator-side maintenance update should correct this.
  • A request was made at the CCUG meeting to allow mesh uploads greater than the 64m single object size limit, to make it easier to import large structures  / scenes without having to curt them into sections (and thus avoid potential issues in fit, scale, update, etc, and can result in Interest List related rendering issues).
    • LL is unlikely to change the limit, but would prefer to provide improved tools that can help content creators / scene builders.
    • One should tool discussed – which is currently not in development – is that of a “scene view” tool which identifies every individual instance of an object in scene, and provides a mechanism to allow (subject to permissions, obviously) them to be swapped-out to fix things like “broken” items / those for which there is an update / replacement.
 

Next Meetings

  • CCUG: Thursday, February 2nd, 2023.
  • TPVD: Friday, February 17th, 2023.

A visit to a hidden Library in Second Life

The Great Library of Eruanna, January 2023 – click any image for full size

Sam Rougefeu, by way of Twitter, alerted me to The Great Library of Eruanna, located close to the south-western coast of the northern continent of Gaeta. Occupying a quarter of a Full region, this is an imaginative build by Amara Shino, forming both her private home and a place open to exploration by visitors and  light role-play is welcome.

I say imaginative, as it takes the form of a stone castle sitting over a honeycomb of tunnels, caverns, halls and rooms – all of which is sitting on and within a giant floating island of rock. As such, despite the apparently small land area for the setting, it has – literally – a very real sense of depth to it.

The Great Library of Eruanna, January 2023

The landing point sits on one of the walls of the castle, immediately before one of the more notable of its towers (not that many are not noticeable!) and offering a view down into the main bailey.

The architecture is a curious mix, the design suggesting this is a place which has grown organically rather than any planned development. The tower immediately in front of the landing point perhaps offers the first curiosity, a tampering, angular finger topped by a single-story house extending beyond its narrow top on a wooden platform.

Across the grass sitting outside of the castle walls is another tall, angular tower, this one offering a sense of mystery to it, being the home of an apothecary / alchemist, the vapours from cauldrons within its the ground floor escaping under the front door. Stairs climb the inside of this tower, allowing an escape from the vapours to the upper levels – including an enclosed bridge spanning the gap between this tower and a great shoulder of rock rising over the bailey of the castle.

A Hobbit-like front down sits at the foot of this shoulder (one of two Hobbit houses backing their way into the rock, each furnished in a manner that should keep orc, dwarf hobbit or human in reasonable comfort), while the flat top is home to more spire-like towers with conical roofs of another castle awaiting exploration.

The Great Library of Eruanna, January 2023

This upper castle can be reached in one of two main ways: via the narrow tower rising from the keep of the lower castle, or via a path winding up the shoulder of rock itself. Both of the castles present multiple rooms to explore, one of the rooms in the lower keep hinting at the use of the building as a library, the walls lined with cabinets of scrolls.  But this is just the start.

The real secrets of this place  lie within the tunnels and caverns below the towers, keeps and little houses, together with the rooms they contain. These tunnels can be can be accessed from more than one point, but I’m not about to spoil things here by listing any of them; you’ll have to visit yourself to find them. All I will say is the majority – but not all – can be found within the castle.

The Great Library of Eruanna, January 2023

Once within the tunnels, you’ll again find there is much to explore, including the great library itself, tucked away in the depths of the rock. Spanning multiple levels and comprising several rooms, this is an ideal setting for casual role-play. Part of it even comprises a tower built within the living rock, its floors linked by wooden stairways and an open-sided elevator passing level after level of bookcases.

The lowest level of this “tower” accesses another larger hall; at one time, this may have also been a used to store books and scrolls, but it now stands empty, the upper floor broken, and only the side rooms remaining in use.  But books are not all that might be found here; some of the caverns have been turned into catacombs where mummified bodies lay at rest – those of past librarians perhaps? You decide

The Great Library of Eruanna, January 2023

I could write more here, but as noted above, this is a location thoroughly deserving of exploration – and as such, I’ll break off here and encourage you to do so!

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Banagher’s Whispering Sky in Second Life

Starborn Gallery, January 2023: Banagher Crisp – Whispering Sky

Whispering Sky is the title Banagher Crisp has selected for an exhibition of his Second Life photography, currently being hosted by Lizbeth Morningstar in the guest artist of her Starborn Gallery.

This is a selection of predominantly greyscale images with a focus on avatar studies, although they are interspersed with colour images and landscapes spread across the two levels of the hall. They are both evocative and personal pieces, each one focused to evoke a specific instant in time, intended to project an emotion and / or idea, as Banagher explains within his introduction to the exhibition:

We all remember certain moments in our lives where they makes us feel happy, sad, angry, grateful, or loved. My work focuses on “moments” a paused second in a certain place that reflects many different feelings. Each person sees that moment differently and that is what I find fascinating.

– Banagher Crisp

Starborn Gallery, January 2023: Banagher Crisp – Whispering Sky

Given this, these are all pieces that contain a richness of narrative that is quite extraordinary – made more so by the fact that Banagher has left each one untitled so as not to impose his thoughts or ideas onto our encounter with each image. Given this, I’m loathe to offer my own thoughts on individual pieces in this selection for the same reason; these are works that deserve to be seen fresh and unburdened by the interpretations of an intermediary.

What I will say is that the way they individually convey their emotional content: passion, regret, love, loneliness, joy, solitude, contemplation, honour, and more; is captivating, making each piece an image the eyes are drawn back to again and again. Even those without an avatar within them richly evocative in focus, colour (or tone) and content they naturally draw out an emotional response in which feelings and thought bubble.

This is, I believe, my first encounter with Banagher’s work; I’m not sure how long he has been producing pieces in-world, although I note his Flickr stream is no more than two years old – which might indicate the obsession which started as a hobby (to reverse Banagher’s own words) is recent. Be that as it may, both Whispering Sky and his Flickr speak to a depth of artistry I very much hope I will be expressed at more exhibitions in the future.

Starborn Gallery, January 2023: Banagher Crisp – Whispering Sky

Also, when visiting Whispering Sky, do be sure to step into the second hall within the gallery, where the latest exhibition of Lisbeth’s own work, How Many Faces Do We Have? can be appreciated.

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A wander through Gothbrooke Forest in Second Life

Gothbrooke Forest, January 2023 – click any image for full size

Sitting within one-eighth of a Full region (which utilises the Full Private region land capacity bonus) is Gothbrooke Forest, a public setting designed by Myka Winchester (Dremonawolfe) as, to quote the setting’s About Land description:

A gorgeous rustic themed forest complete with a serene pond and plenty of places to cuddle with your partner or simply take photos.

– Gothbrooke Forest

This is a gently relaxing setting, comprising a house – Cory Edo’s excellent Noa Ranch Cottage, which I’ve had my eyes on as a possible purchase for personal use (so get ready for a blog post on modding and using it that might be forthcoming) -, woodlands in autumnal colours, and a large body of water around which the trees have gathered.

Gothbrooke Forest, January 2023

The landing point sits close to the house at the eastern extreme of the parcel, alongside sign board offering group membership and / or a teleport up to the Mysteria store. At the time of my visit, I was not sure if the house was open to the public or not – while there were no signs to indicate it was not, I erred a little on the side of caution. However, Myka has since contacted me to let me know that it is indeed open for people to explore.

Running parallel to the front of the house is a gravel path leading to the first of the setting’s cuddle-spots: a small pergola among the trees. Here blessing can be had from the small figure of Buddha and which, under the shroud of Midnight, can be romantically lit by a parade of candles.

Gothbrooke Forest, January 2023

Before reaching it, a junction in the path leads west to the parcel’s waters (or back to the house if you prefer!). The waters are fed by tall waterfalls to the north, and as the path leaves the shade of the trees a wooden boardwalk stretches over them to what at first appears to be an island, but which is in fact a small headland jutting from the western extreme of the parcel. Steps can be found along the boardwalk allowing a descent into the waters, and rubber rings are available for floating around for those who wish to take a dip.

On the far side of the water, a mix of decks, gravel and log-supported paths climb up to a ring of trees and and an outdoor seating area beyond which sits a small café.

Gothbrooke Forest, January 2023

Prior to reaching the clearing, stone steps climb over the rocky headland and descend into a gravel-floored depression and another secluded spot for couples, this one furnished with a pallet table on which wine, cheese and crackers has been provided. It’s a cosy spot, but slightly spoiled by the fact that while the shrubs and logs ranged around the outer side of the depression give it a greater sense of privacy, they also block the view out over the water.

The latter extends two wet fingers into the land either side of the headland, both of them reach almost as far as where the café sits above them. Each is home to a water floater complete with its own sun shade. The café is a cosy place, two floors within a wood-framed building, and carrying with it hints of both Halloween and Christmas. As well as the outdoor seating, it offers comfortable armchairs downstairs and more traditional table-and-chairs seating upstairs.

Gothbrooke Forest, January 2023

The ribbons of land running along the north and south of the parcel to connect the eastern end with the house and the western end and the café offer no footpaths – which is not any loss to the setting. Instead they are rich in trees and rough ground, giving the entire setting a sense of being deep within a forest, as the parcel’s name suggests.

Small, rich in places to sit and pass the time, Gothbrooke Forest offers itself for a range of EEP settings (as well as its own – I actually used one of my custom settings in the images here), and multiple places to sit and relax. All of which makes for a pleasant and engaging visit for Second Life explorers.

Gothbrooke Forest, January 2023

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2023 SL SUG meetings week #3 summary

Aoi-ike, November 2022 – blog post

The following notes were taken from the Tuesday, January 17th, 2023 Simulator User Group (SUG) meeting. They form a summary of the items discussed and is not intended to be a full transcript. A video of the entire meeting is embedded at the end of the article for those wishing to review the meeting in full – my thanks to Pantera for recording it.

Server Deployments

  • On Tuesday, January 17th 2023, the simhosts on the Main SLS channel were restarted with no deployment, leaving them on simulator version 576542.
  • On Wednesday, January 18th, 2023: the RC simhosts should receive two new simulator updates:
    • 577628 – (Le Tigre RC Channel) an update for HTTP_CUSTOM_HEADER usage in llHTTPRequest(). Previously, a maximum of 8 custom headers were allowed, and each header had a hardcoded limit of 253 bytes. With this update, both of these limits have been removed; the only limitation is that the total custom HTTP header size must be under 4096 bytes.
      • The cryptographic signing utilities – potentially llHMAC (per BUG-233005) and llSignRSA and llVerifyRSA (per BUG-233009) had to be delayed due to “last minute snag” requiring a further look at the functions.
    • 577595 – (Bluesteel and Magnum RC channels) contains  stability improvements, fixes a few miscellaneous bug. It also fixes the bug preventing 30-second sound loops from being played back, and introduces new functions to the LSL API to allow for sound playback across any prim in a linkset. The new LSL functions include:

Available Official Viewers

This list reflects the current status of available official viewers on January 17th, 2023:

  • Release viewer: Maintenance P (Preferences, Position and Paste) RC viewer version 6.6.8.576863 Monday, December 12, 2022 – No change.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • Maintenance (Q)uality RC viewer, version 6.6.9.577418, January 4, 2023.
    • Performance Floater / Auto-FPS RC viewer, version 6.6.9.577251, January 4, 2023.
  • Project viewers:
    • PBR Materials project viewer, version 7.0.0.577486, January 11, 2023.
      • This viewer will only function on the following Aditi (beta grid) regions: Materials1; Materials Adult and Rumpus Room 1 through 4.
    • Puppetry project viewer, version 6.6.8.576972, December 8, 2022.

In Brief

  • As well as the crypto signing noted above, there are a couple of new functions coming down the pipe dealing with cryptographic hashing which are described as being useful for things like JWT or other HTTP auth schemes:
    • String llSignRSA(string privateKey, string msg, string digest);
    • Integer llVerifyRSA(string publicKey, string msg, string signature, string digest).
  • It has been suggested that the server-side of Pathfinding might be in line for a re-visit, although no time frame for when this might be or what it might comprise has been determined as yet.
  • It is reported that llRequestAgentData(id,DATA_NAME); is failing with increased frequency (the issue was first reported in BUG-231884), with other request functions also reported as having issues (e.g. llRequestSimulatorData incorrectly reporting a region’s online status until the region is restarted). It’s not clear at this point in time what is causing these problems, but server-side caching errors might be the cause of some.
  • A request has (again) been made for the servers to have valid SSL certificates. A Jira has been filed on this, and the engineering team are going to try to get it moved forward with TPTB.
  • BUG-227303 “collisions makes a script stop running and revert its mono status”, is now described a “high on the list” of things to be addressed.
  • BUG-10442 “llGetHTTPHeader does not accept custom headers” has been raised as something to be addressed given the upcoming release of Simulator RC 577628.
  • BUG-233107 “Objects failing to render is happening more frequently of late” continues to be an issue, an might be occurring more frequently for some, and its priority has been raised.
  • BUG-233140 “LSL Feature Request: PSYS_PART_TEXTURE_ANIM” a feature request relating to animated particles has been raised and accepted. Whilst seen as a 2nice to have”, and something that might spark renewed interest at poking at the particle system (viewer performance permitting) – it generated interest and discussion at the meeting.

Firestorm 6.6.8: Profiles, Local Mesh and more

On Monday January 16th, 2023 (PDT), the Firestorm team released version 6.6.8 of their viewer.

This is another release which might be described as more a maintenance update, intended to keep Firestorm in step with the current official viewer code base, together with  focus on bug fixes more than new features.

However, that said, there are some significant updates to be found in this release, both from Linden Lab (as with the incorporation of Legacy Profiles) and also from the Firestorm Team (notably the Mesh Preview Upload by Beq  Janus).

So, without further ado, lets get into things and see what’s what. And please note that as per all my articles on viewer updates and releases, this is not a full blow-by-blow breakdown of absolutely everything in the release; rather, it is intended to highlight the more significant updates and fixes people are liable to find useful, and offer some general notes .

Table of Contents

 

For a complete breakdown of changes, please see the official release notes for Firestorm 6.6.8.

Installation

  • There is no need to perform a clean install with this release if you do not wish to.
  • Do, however, make sure you back-up all your settings safely so you can restore them after installing 6.6.8.

Linden Lab Updates

Firestorm 6.6.8.68380 is fully merged up to the  Linden 6.6.7 code-base, plus some cherry-picked items from upstream, per the notes below.

Hotfix Releases

  • MFA / ToS Hotfix, viewer version 6.6.7.576223, November 2022 – ensures the viewer correctly required a double-entry of MFA tokens on launching the viewer and on accepting a Terms of Service update.
  • Modal Hot Fix, viewer version 6.6.4.575022, September 2022 – correcting a crasher within the viewer code.

Maintenance Nomayo Viewer Updates

Viewer version 6.6.5.575749, October 2022.

  • New Mini-Map options: Right click Mini-Map → North at top, Camera at top.
  • Hovering over the Mini Map now shows ownership information for the given parcel.
  • Fixed the right click freeze – BUG-232466FIRE-31927.
  • Fixed Texture position changes while using a HUD only updates after zooming out, BUG-232364.
  • Landmarks should now work more like other assets for cut/copy actions.
  • Animation uploads have joint name fixes.
  • Improved media playback responsiveness.
  • Crash fixes.

Nomayo Hotfix

Viewer version 6.6.6.575990, October 2022.

  • Fix for a transparency “alpha” blending issues in the above viewer release. In cases of many layers of textures that included transparencies, this would cause some of the lower layers to not render at all.

Maintenance Izzara Viewer Updates

Viewer version 6.6.4.574885, September 2022.

  • Improved reporting of spam and phishing attempts from the Group Chat and IM window with the addition of Report Abuse right-click option
  • Improved land sale option: when selling land, Sell land to “specific person” will show your own name in the “Near Me” list in the people picker – BUG-231954.
  • Ability to restrict media on a prim to this parcel via World → Parcel Details → Sound → Obscure MOAP – BUG-10416.
  • Media on a Prim fixes: media will no longer loop when it should not; audio for media no longer plays when the object is edited.
  • Fixed the Search floater opening without appropriate search results after performing a search from the NavBar
  • Fixed the “360 snapshot” floater not being refreshed after second clicking on the “World” → “360 snapshot” menu item.

Legacy Profiles

In 2022, Linden Lab made the formal transition back to present avatar profiles through an integrated floater within the viewer with the promotion of viewer version 6.6.3.574158 was promoted to de facto release status in August of that year (although the web-based version of profiles can still be accessed – with reduced functionality – via my.secondlife.com).

With Firestorm 6.6.8, Firestorm incorporates the Lab’s Legacy Profiles code into their existing Profiles floater, with some changes to the latter as noted below.

Firestorm Profiles floater: as it was (l) and as it is with Firestorm 6.6.8 (onwards) (r)

  1. These tabs / options / buttons have been renamed, but the functions remain the same, unless noted below. Note that Interests has been removed.
  2. The Web tab is renamed Feed and displays the user’s Second Life Feed (under my.secondlife.com).
  3. 2nd Life and 1st Life tab images:
    • The 2nd Life Profile picture has a revised aspect ratio.
    • Within your own profile: clicking the image swatch in either will open a texture picker, allowing you to select an image for either.
    • Within your own 1st Life tab are three buttons:
      • Upload Photo – allows you to upload an image from your computer to the 1st Life Tab to preview it (image must still be uploaded to inventory and applied, if it is to be saved & used).
      • Change Photo – opens a texture picker, allowing you to select an image from inventory to add to your 1st Life tab.
      • Remove Photo – removes any displayed image from the swatch.
  4. Display Name / Multi-option button:
    • When viewing your own Profile, the tool button to open the Display Name edit fields is opened.
    • When viewing the Profile of a Friend, displays a pop-up with the following check-box options:
      • See when I’m online.
      • Find me on the world map.
      • Edit, delete or take my objects.
      • Note that active options will appear in white on the displayed profile, and inactive will appear greyed out, for eas of reference.
    • When viewing the Profile on a non-Friend, this area is blank.
  5. Unknown: a new status option (alongside Online and Offline), displayed when the person concerned is not someone you have friended, and who has their viewer set to only show their on-line status to friends.
    • In addition, and to reduce drama, if a Friend is hiding their status, they will show as Offline, rather than the status in their Profile being blank.

Firestorm Updates and Improvements

Github Actions

Firestorm 6.6.8 is the first set of releases built through the GitHub Actions infrastructure rather than depending on individual developers. This is a significant shift in emphasis for viewer development – and one mirroring moves being made in the same direction by Linden Lab. Benefits include removal of single-person for feature development and providing a more reliable, repeatable build mechanism.

Building and Scripting – Local Mesh (Beta)

Firestorm 6.6.8 introduces Local Mesh as a beta implementation. Developed by Beq Janus, Local Mesh is intended to allow users able to upload mesh to preview their objects in-world (using a “surrogate” object, which can be as simple as a cube prim), and also see edits made to the .DAE file in real time.

  • The primary aim of this capability is to allow creators check their creations without having to go through the unpredictability of access to Aditi (the Beta grid) for such checks / tests, as well as presenting that real-time viewing of edits to the .DAE file.
  • The capability works for unrigged mesh, worn rigged mesh and Animesh, and once rendered, the object can have textures and materials applied for testing, as required.

Local Mesh follows the same basic principles as Local Textures, notably:

  • Meshes are only visible to you through the viewer instance used to apply them.
  • Meshes only remain visible to you during the current log-in session. A relog will both clear the list of Local Mesh Assets and reduce the “surrogate” object for any local mesh you have “rezzed” in-world to a basic shape.

Local Mesh is accessed via the Build menu: Build → Local Mesh, which in turn opens a new floater, comprising 3 tabs.

The Local Mesh floater. Credit: Beq Janus

Local Mesh Assets Tab

Displays the current list of .DAE files obtained from your computer which are available for potential rendering in-world to view. Objects are listed in the middle section of the tab, together with their assigned LODs. When more that one file is listed, the highlighted file name is the one that will be acted upon.

This tab includes the following buttons:

  • Add: opens a file picker and allows you to navigate to and select a .DAE file from your computer. When the file is selected and Open in the picker is clicked, the file is added to the list of available .DAE files.
  • Remove: will remove the highlighted .DAE file from the Local Mesh Assets list and should clears any corresponding in-world object.
  • Reload: Re-loads the selected file in the Local Mesh list and reapplies it to the Mesh object inworld so use this to applies the most recent edits to your .DAE file to your in-world object.
  • Clear: Reverts a selected Local Mesh object inworld to it’s normal state (so, if a cube prim was used, the object will revert to a cube).
  •  Apply: if you have a suitable mesh in-world yo can select it and click this button to apply the properties of the file highlighted in Local Mesh Assets to it.
  • Rez Selected: will prompt you to rez a primitive in-world (via the Build floater, and then applies the properties of the file highlighted in Local Mesh Assets to the rezzed prim.

The Local Mesh workflow

Log Tab
  • Logging for Local Mesh
  • If the status of your Local Mesh file in the Local Mesh Assets list shows “Error” instead of “Active”, check the log for the cause of the error.
Settings Tab
  • Assume scale is in metres:- Ignore the cm scale units used by tools such as Maya,
  • LOD Suffixes: Choose a standard or manually edit
    • SL Standard – Lowest is LOD0, High has no suffix
    • Game Engine Standard – Unity.UES etc, Lowest is LOD3, High is LOD0
    • LOD names – English LOD names, Lowest is LOWEST, High is HIGH
Converting a Local Mesh to a Local Animesh
  • Right-click → Edit the required local mesh (in-world or worn).
  • Add your animations and control scripts to the object.
  • Select the Features tab in the Build floater and check the Animated Mesh option.
Additional Information

For a complete overview of Local Mesh functionality, please refer to Announcing Local Mesh, by Beq Janus, principal developer of the capability, and which can be found on her blog – which is a must-read for anyone interested in content creation and the technicalities of Second Life. In addition, the ? button of the Local Mesh floater will display web-based Help pages based on the floater tab in which the ? button is clicked.

Building and Scripting – General Updates

  • Build Floater: 
    • Face selection cycle now starts at face 1 instead of face 0 – FIRE-32282.
    • Shift+clicking the link/faces button now includes the next face/link into the selection (Build → Select Elements → “Include next part or face” / “Include previous part or face”) – BUG-232757.
  • Physics updates:
    • Mesh physics options in mesh upload preview floater
    • The bounding box now sets a physics cube around the entire mesh even if it is multi part in the mesh uplaoder.
    • eshes with a hull based (non triangle) user physics will not be convexified when scaled to below 0.5m – BUG-232869 and FIRE-32359.
  • Animation upload preview on own avatar should no longer fail when the Firestorm AO is enabled – FIRE-32315.

Continue reading “Firestorm 6.6.8: Profiles, Local Mesh and more”