2023 SL SUG meetings week #42 summary

Dwejra, August 2023 – blog post

The following notes were taken from the Tuesday, October 17th Simulator User Group (SUG) meeting. They form a summary of the items discussed, and is not intended to be a full transcript.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
  • These meetings are conducted (as a rule):
  • They are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Server Deployments

  • No deployments for the week (again). However, all simhosts (SLS Main and RC) will be restarted.

Upcoming Deployments

Viewer Updates

The current batch of official viewer versions is as follows:

Potential for Games Controller Use

  • This work sees the introduction of a new LSL event called game_control, the format for which Leviathan defined as:
game_control(key id, list buttons_edge_down, list buttons_edge_up, list buttons_down, list axes). Lots of lists, but that was necessary to support treating the keyboard as a “big controller with lots of buttons”. I created some docs for the game_control stuff on the LSL wiki.
  • Leviathan also noted there should be a GameControl category page, at the time of writing the link to it had yet to be added to the game_control wiki page.
  • The server work is now considered wrapped, and the focus is on the viewer support.
  • Overall, the work is seen as an initially simple pass to provide basic support for the use of game controllers in SL and intended to get things rolling; so capabilities such a building a “virtual game controller”, as requested at previous meetings are not available. However, he noted that, “Once the network protocol is nailed down and the script stuff… it will still be possible to modify the viewer. “
  • Key points of note include:
    • The feature doesn’t require permissions, but can be enabled via checkboxes in the viewer UI. However, Leviathan noted it could be piggybacked on controls permissions.
    • Subject to testing, the keystrokes are the remapped ones according to other UI settings.
    • The capability currently only works for attachments and seats, it cannot be used for avatar movement.
    • Doesn’t as yet support controller gyro, or rumble feedback nor support for trackpad position for game controllers that have it, nor does it support the use of mouse position recognition and buttons.
    • The above two points have a potential to be added later, “perhaps”.

In Brief

  • The official blog post on the deployment of a simulator update to resolved the communications / bandwidth issue referenced in recent CCUG meeting summaries was referenced.
  • Two feature requests for avatar movement were raised – BUG-234557 and BUG-233175 – leading Rider to note:
Adjustable avatar movement would be possible… the only thing about it that gives me pause is… I know how delicately tuned the avatar motion logic is under the hood, to allow for walking up low ledges, friction when stopping, and how the avatar tries to stand still when at rest but still be “bumpable” by other avatars and objects.

This led to an extended discussion on avatar movement and options for allowing the use of a velocity model for avatar movement (thus allowing for avatars moving at different walking speeds, etc). This lead to a broader discussion on avatar movement / animations, etc., which touched on the dormant puppetry project.

  • HTTP work. Rider Linden noted he is back to working on his HTTP code and simulator asset handling refactoring, and is hoping to get the underpinning code refactor completed in the next week(ish) and then work on the asset management side. This led to a request for the issue of Modify items becoming labelled as No Mod for the owner when a No Mod item is place in its contents & then taken back to inventory (even though the item still have Modify permissions), which in turn generated a request for a Jira report.

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

2023 SL viewer release summaries week #41

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates from the week through to Sunday, October 15th, 2023

This summary is generally published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:

  • It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy. This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
  • By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
  • Note that for purposes of length, TPV test viewers, preview / beta viewers / nightly builds are generally not recorded in these summaries.

Official LL Viewers

  • Release viewer, version 6.6.15.581961 (formerly the Inventory Extensions Viewer), promoted October 2 – No Change.
  • Release channel cohorts:
    • glTF / PBR Materials viewer updated to  version 7.0.0.581886 on October 12.
    • Maintenance V RC viewer, version 6.6.16.582075, October 5.
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

  • Kokua: 6.6.15.51463 (no RLV) and 6.6.15.54920(RLV variants) October 14 – release notes.

V1-style

  • Cool VL Viewer Stable branch updated to version 1.30.2.32 and Experimental branch updated to version 1.31.0.10 on October 14 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

An All Hallows Moochie in Second Life

Moochie All Hallows, October 2023 – click any image for full size

If you are looking for a low-key, engaging setting for Halloween, a place where you can share spooky stories, explore, take photos, have a dance with someone close to you or just sit before a blazing log fire and relax without being overloaded by spooks, goblins, ghost, monsters and scary noises and the other accoutrements often poured into Halloween-themed settings, then you could do no better than to visit Maia Macabre’s Moochie All Hallows 2023.

Through the witching season, visit All Hallows for haunted meanderings, autumnal hoodoo, darkly roaming, and Halloween encapsulated. Be strange, but don’t be a stranger…

– From the Moochie All Hallows introduction

Moochie All Hallows, October 2023

Now in its eighth year, Moochie All Hallows retains the familiar central clearing and focal point for Maia’s seasonal designs, ready for dancing and  surrounded by various little vignettes (one of which appears to be an invitation to dance at the end of a rope after a spot of bobbing for apples, just to keep up with the more macabre feel of the season!). It sits under a dark night’s sky (be sure to Use Shared Environment (World → Environment) which is also suitably atmospheric, while the ring of paths and trails winding outwards from the clearing. Some of these paths might only lead a short distance while others might wind onwards under the trees, occasionally branching to offer various routes of exploration, all of them beckon explorers to follow them.

One of these paths actually descends into the clearing, sloping gently down as it does from the Landing Point. The latter is located alongside familiar railcars, where might also be found notes on how best to appreciate the setting, a couple’s HUD rezzer for those wishing to walk together whilst exploring, and a HUD book outlining some of the history of some of the traditions associated with Halloween. Whilst predominantly focused on those traditions for the season hailing from Ireland (I’d have liked to have seen some inclusion the Scottish form of guising, given it has something of a direct line to modern trick-or-treating), the book makes for a good read and offers a solid introduction to the Gaelic festival of Samhain, which very much encompasses activities (mumming, guising, the use of bonfires, etc.), carried down into modern populist forms of celebrating Halloween and the season it represents.

Moochie All Hallows, October 2023

Walking the various paths spreading outwards will bring visitors to the likes of storytelling circles deep in the woods, seating arranged around a warm fire just awaiting a storyteller or two and an audience, or to ruins and a chapel, the inevitable pumpkin patch (this one nicely laid out as a means of bordering a meandering path, rather than the perhaps more familiar fenced-in square or rectangular patch), a romantic wishing well (the smoochie Moochie well? 🙂 ), and more.

Follow some of the paths far enough and you’ll come to boardwalks running alongside the waters surrounding the region, or reaching out to decks sitting over the the dark waters. These offer a mix of places to sit, treats to enjoy and even a game or two to play. Tents, either on the boardwalks or under the eves of the trees, offer further snuggle-points for couples and / or places to sit and tell stories or simply think and pass the time.

Moochie All Hallows, October 2023

A nice touch throughout is that just about everything has been set to Phantom (outside of things like the boardwalks). This means that when trying to navigate paths marked by pumpkins, torches, chairs, and so on, you are not constantly bombarded with the annoying thunk-thunk-thunk of object collisions; thus, the local ambient sounds can be appreciated without distraction. Add to this the use of burning torches, pumpkin lanterns and strings of lights hanging from tree boughs, and the setting is provided with enough suitable illumination so that navigation is easy without the lighting spoiling the sense of night-time mystery.

Maia is rightly well-know for her seasonal settings at Moochie and I’ve frequently enjoy visiting the region in its winter guises. However, this my first time there with Moochie dressed for Halloween, and as someone not particularly into all the modern (i.e. 20th century onwards) aspects of the season, I really appreciated exploring the very relaxed manner in which it captures the ideas and fun of Halloween without being in-you-face with heavy-handed references or getting bogged down in belabouring spookiness.

Moochie All Hallows, October 2023

 SLurl Details

Phantoms of moods in Second Life

IMAGOLand Art Galleries: Carelyna – Phantasmagoria

Having opened at the start of October and occupying a skybox gallery at Mareea Farrasco’s IMAGOLand galleries, Phantasmagoria is the latest exhibition by Carelyna.

Whilst the title might well evoke thoughts of ghosts and spectres, this is a collection which takes the term in a different direction to ideas of ghosts and demons, being far more subtle in intent – as I’ll get to in a moment.

The term phantasmagoria is said to have originated in the last decade of the 18th Century as a French concatenation of the Ancient Greek phántasma (“ghost”) with either agorá, (“assembly” or “gathering”) or (agoreúō, “to speak publicly”).  Exactly who coined it is subject to debate, but Paul Philidor, a magician and showman, is perhaps most widely recognised as having popularised it in the late 1790s and early 1800s, using the terms to promote his shows featuring ghostly apparitions and the shades of departed famous people – although such shows, utilising everything from concave mirrors to magic lanterns and camera obscura to create / project such ghostly phantoms, reach back into at least the 17th century. Others who started using the term around the same time as Philidor include French dramatist and proto-science fiction writer Louis-Sébastien Mercier, and Belgian showman Étienne-Gaspard Robert – who is also credited with coining the term fantascope to describe the equipment he, Philidor and others used to create their spectres.

IMAGOLand Art Galleries: Carelyna – Phantasmagoria

For her show, Carelyna has created a collection of sepia-rich, ghost-like images of individuals. It overall tone, they are suggestive of the flickering images witnessed by those sitting through one of Philidor’s shows. Some are clearer than others, presenting an well-defined study; others are caught in a halo of light and brightness which both adds to the suggestion they have perhaps caught the spirit of a person who may not have been there – or that the image was taken a long time ago, and time and light have not been kind to it.

However, while they have that faded, ghostly sense about them, as noted above, these images are not intended to portray the spirits of the departed or suggest we’re within a magic lantern show; rather they and intended to evoke ideas of mood and emotion. From celebrations of life and expressions of love, to studies of strength and introspection and of potential loss or aloneness, the emotional depth found within these 12 pieces is both intense and also entirely open to interpretation: while Carelyna offers a suggestion or theme within the title of each. it is very much down to how we individually respond to each of them in its own right.

IMAGOLand Art Galleries: Carelyna – Phantasmagoria

An engaging and expressive exhibition.

SLurl Details

Scare Me Silly 2023 for Team Diabetes in Second Life

Scare Me Silly, 2023

Scare Me Silly 2023, in support of the American Diabetes Association (ADA), opened its doors on Friday, October 13th, 2023 for its 8th season in Second Life, and will remain open through until October 31st. As with previous years, the event is organised by Team Diabetes of Second Life, with Scare Me Silly featuring live performances, parties, a hunt and an art show and – of course – shopping!

All participating merchants this year can be found comprise: Adore Amore, @AdReNaLiZeD@, Angel Fae Boutique, Art & Fashion, Be Bold, Closer to the Heart Creations, Cosmos Boutique, Country Crafter, Couture Chapeau, Creepy Midget Designs, Darymple Designs, DINKIEWEAR, Dreadfully Dark, DUST, Fae Fantasy Creations, Fashiowl Poses, Fire Within, FIRELIGHT, Grumble, HJM Designs, House of papillon, IKR, Kittycat’s Creations, LC Fashion, Le Moon, Llama Inc./Little Llama, Manikin, MG Designs, Nocturne Skies, PAJAMARAMA, PEEPS Dinkies, Pendragon Designs, Pixel Box, Pixelancer, POTOMAC, QUE RICO, Redangel Clothing Co, Shy’s Creations, Starlight Apparel, Techicolor dolls, Telsiope’s Couture, TRS Designs, & The Undiscovered Jewel. In addition, items listed in the Scare Me Silly Shopping Guide.

The artists participating in the art event are: Hadiya Draper, Jamee Sandalwood, HarlowJamison Resident, Llola Lane, maggiemagenta, aquarius27, Eucalyptus Carroll, Jessamine2108 Resident and SNOW KELLEY.

For details of the entertainment and activities going on throughout Scare Me Silly, please see the entertainment schedule.

This year the Evil Pumpkin Hunt offers a number of exclusive prizes available from several of this year’s merchants. The prizes cost L$10, with 100% of proceeds going to Team Diabetes.

In addition to Scare Me Silly, and events organised directly by Team Diabetes of Second Life, individuals, businesses and organisations are encouraged to hold fundraising events in support of Team Diabetes of Second Life. The official fundraising season toolkit is available at Team Diabetes’ offices within the Nonprofit Commons region in Second Life.

About the American Diabetes Association

 Established in 1940, the American Diabetes Association is working to both prevent and cure diabetes in all it forms, and to help improve the lives of all those affected by diabetes. It does this by providing objective and credible information and resources about diabetes to communities, and funding research into ways and means of both managing and curing the illness. In addition, the Association gives voice to those denied their rights as a consequence of being affected by diabetes.

About Team Diabetes of Second life

Team Diabetes of Second Life is an official and authorised fund-raiser for the American Diabetes Association in Second Life. Established with the aim of raising funds in support of diabetes treatment and to raise awareness of the disease in SL, Team Diabetes of Second Life was founded by Jessi2009 Warrhol and John Brianna (Johannes1977 Resident), who serve on the Advisory Board along with Eleseren Brianna, Veruca Tammas, Rob Fenwitch, and Dawnbeam Dreamscape.

SLurl and URL Details

2023 SL SUG meetings week #41 summary

The Waterfall Café, August 2023 –blog post

The following notes were taken from the Tuesday, October 10th 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.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
  • These meetings are conducted (as a rule):
  • They are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Server Deployments

  • No deployments for the week. However, all simhosts (SLS Main and RC) will be restarted.

Upcoming Deployments

  • The initial work on updates to the SL damage system – specifically making damage a property of the object (e.g. a bullet), rather than being a script property (see the previous SUG meeting notes and this forum thread discussion) will now hopefully be available for testing on Aditi in week #42 and are being lined-up with the upcoming “Fall Colours” simulator update.
  • The rez_object_fail update planned for the upcoming “Fall Colours” simulator update is likely to slip back to a later simulator release.
  • The ability to turn an avatar invisible when they are sitting is being targeted for a simulator release following “Fall Colours”. This will help address issues such as allowing avatars to sit on small vehicles without them having to be deformed and folded up inside them to fit. This may additionally encompass the likes of feature requests BUG-232678 and/or BUG-233175.

Viewer Updates

No updates to viewers for the start of the week, leaving the official viewer pipelines as:

  • Release viewer, version 6.6.15.581961, promoted October 2 (formerly the Inventory Extensions Viewer).
  • Release channel cohorts:
  • Project viewers:

Potential for Games Controller Use

  • No major update, Leviathan is trapped in a loop of bug-hunting whilst trying to set-up a test region on Aditi with the necessary LSL support for controllers.

Region Crossing Code Tests

Monty Linden provided an initial breakdown on the recent region crossing code tests (see the two previous SUG meeting summaries). The summary being:

  • While chaotic and the resultant data not entirely reliable in all cases, it was sufficient to demonstrate the code tested can offer noticeable improvements to teleport and physical region crossings.
  • The tests specifically demonstrated that the impact of “bad” (script-heavy) attachments can be significantly reduced with the new code (up to around 5-6 faster in the very worst cases). That presumably relates to vehicle-related crossings more than anything, but hopefully Monty will clarify this once he gets to a stage of confidence in the data to perhaps provide a forum post).
  • Monty also commented that “bad” avatars (again for some undefined measure of “bad”) faired somewhat better during region crossings than he had anticipated.
  • More formalised testing method for crossings is being developed within the Lab, but Monty expects that the revised code thus far tested is likely to find its way into simulator releases in the future.

In Brief

  • Following the region crossing discussion, several people participating in the last pile-on test reported issues of attachments failing to re-load correctly following a teleport, and having to be manually re-attached. However, the same issue was also noted as occurring for some prior to the test, and also by some who didn’t attend the test, suggesting it may be an uptick in a pre-existing bug.
  • Rider Linden indicated he is considering implementing a fix to correct the following scenario:
An agent can select a physical object that they do not own and have no rights to edit and stop it in place. It is useful to be able to select the object, but causing it to stop interferes with events like racing. Somebody in the stands can grab the leader’s vehicle and hold it there.

This sparked a debate on the issue having been fixed with the implementation of llSetStatus(STATUS_BLOCK_GRAB_OBJECT) having already achieve this, together with suggestion to revise it (if it requires implementation) to exclude land owners, so they might continue to stop and move unwanted physical objects rezzed on their land by others. This discussion took-up most of the latter half of the meeting.

  • The end of the meeting includes a short discussion on revamping the Linden trees which focus on ideas and requests more than actual work being planned.

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.