The following notes are taken from the TPV Developer meeting held on Friday, August 7th, 2020. These meetings are generally held every other week, unless otherwise noted in any given summary. The embedded video is provided to Pantera – my thanks to her for recording and providing it. Time stamps are included with the notes will open the video at the point(s) where a specific topic is discussed.
Mesh uploader RC viewer, version 6.4.5.544027, July 27.
Arrack Maintenance RC viewer, version 6.4.5.544465, July 6.
Love Me Render RC viewer, version 6.4.5.544028, June 30.
Project viewers:
Custom Key Mappings project viewer, version 6.4.5.544079, June 30.
Copy / Paste viewer, version 6.3.5.533365, December 9, 2019.
Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, November 22, 2019.
Legacy Profiles viewer, version 6.3.2.530836, September 17, 2019. Covers the re-integration of Viewer Profiles.
360 Snapshot project viewer, version 6.2.4.529111, July 16, 2019.
General Viewer Notes
A further version of the Tools Update 2 viewer is anticipated for week #33 (commencing Monday, August 10th). This may appear as the de facto release viewer version.
Currently, the next viewer in line for promotion after the Tools Update 2 viewer is likely to be the current Arrack Maintenance viewer.
A further RC update to Arrack may be issued early in week #33; however, if the Tools Update 2 viewer is promoted to release status, this viewer may be held over pending a merge with the Tools Update 2 viewer code base.
Love Me Render (LMR) continue to be held as the graphics team work on various rendering issues.
There are apparently around 4 remaining open issues, with two more currently being worked on.
Of the open issues, all are performance related. Some of these may need further triage.
The issue of Linden Water continuing to give particularly degraded performance on EEP viewer is still being investigated by both LL and TPVs developers, but no potential fix identified as yet. There appears to be some combination of factors causing this (e.g. vertex buffer object (VBO) memory thrashing potentially being one).
In Brief
[10:50-13:46] During a text-based call for volumetric clouds from a developer, Ptolemy Linden pointed out an early feature for EEP was to have been atmospheric scattering that got dropped at the time and some of this work might potentially be “simpler” to implement than volumetric clouds – not that his comment means either will be forthcoming.
Crepuscular rays (“god rays”) were one aspect of this work, but had to be dropped as they proved too performance intensive at the time. Two common means for generating “god rays” are via adding geometry to a scene, another is via ray casting and shadow map sampling – both of these can be computationally intensive.
The latter half of the meeting is dominated by a user-led discussion on relative performance, what constitutes as a viable demonstration of average performance (e.g. a lone avatar frolicking in a region with all the viewer’s upper-end graphics capabilities enabled, vs trying to do the same with even a moderate number of avatars also in the region, etc). As this was conducted in chat, you can catch it in the video, below.
The following notes are taken from my recording of the Web User Group (WUG) meeting, held on Wednesday, August 5th, 2020. These meetings are held monthly, generally on the first Wednesdays of the month, with dates and details of the meetings available via the Web User Group wiki page.
When reading these notes, please keep in mind:
This is not intended as a chronological transcript of the meeting. Items are drawn together by topic, although they may have been discussed at different points in the meeting.
Similarly, and if included, any audio extracts appearing in these summaries are presented by topic heading, rather than any chronological order in which they may have been raised during the meeting (e.g. if “topic X” is mentioned early in a meeting and then again half-way through a meeting, any audio comments related to that topic that might be included in these reports will be concatenated into a single audio extract).
Web Properties Updates
The primary focus for the web teams remains the transitioning of services from the Lab’s own servers to AWS servers as a part of the Uplift project. However, other work is continuing as an when possible, and in the last month this has meant:
The new Second Life logo (see: Out with the green, in with the blue) continues to be rolled out across the various services – in this case, notably the Cashier pages – as the team get to them. This is a relatively low priority item so it will still be a while before the logo is consistent across all properties.
UTF-8 will now be accepted in response to security questions.
Additional back-end work on Name Changes was implemented, mainly tools used by the Lab but also some changes that may allow for some possible future features related to the capability.
The secondlife.com log-in page images received a refresh.
Fixes:
Marketplace: received a fix for images not showing correctly.
Events: fixes for images not showing with posted events; for multiple pages of hosted events not working and for the language picker drop-down not working on exiting events pages.
Viewer installation help for Mac OS X Catalina (or later) on the viewer download page
Mobile Client
The iOS version has been in a closed alpha for 2+ months. These is now a build destined to go to Apple’s App Store.
Work continues on the Android version, but is currently some way behind the iOS work.
See for more.
Post-Uplift Work
Note: the following is a general list of work LL are looking at, post-Uplift to the cloud, however, it is still subject to change, and none of it should be taken as a firm commitment for carrying out the work or any indication of the order in which it might be carried out:
Marketplace: variances for listings (e.g. one listing for an item offering it in different colours).
Events: bug fixes, category and search refinements.
Names Changes: further tweaks.
Web properties in general: better optimisation for display on mobile properties.
There are potential opportunities in the offing for a further media presence for Second Life which may be akin to the CSI:NY episode Down the Rabbit Hole (2007), or SL’s appearance in the US version of The Office. Details still TBA.
There is also an upcoming partnership with the Peale Museum in Baltimore, so the latter can bring their exhibits and events in-world with a reproduction of the museum building (itself a National Historic Landmark in the United States) and special virtual open house as part as the museum’s August 15rh Founder’s Day event.
These styles of events are seen as a way to broaden awareness of Scone Life and its potential.
Since that first article, I’ve provided a number of updates on the development work – please use the SL Mobile tag to catch up with all of them.
At the Web User Group on Wednesday, August 5th, Keira Linden gave a further update on the client’s status, as per the notes and audio below, which have been provided alongside my usual notes on the app.
August 5th Update
iOS Client
The iOS version has been in a closed alpha that includes a number of residents for some 2+ months, having started in May.
In keeping with the Lab’s plans, this version offers the ability to communicate via IM and view your Friends list.
As a result of this close alpha testing, the Lab now has a build that is “destined for [Apple’s] App Store”, which is currently “bouncing back and fort”h between the development team and LL’s QA team.
The hope is that this version can be submitted to Apple for review some time in August 2020.
This does not necessarily mean the iOS client will immediately appear within the App Store, as Apple can be exceptionally picky in their review process, which can result in requests for changes to an app to be made before listing is allowed.
LL obviously hopes the app will not encounter significant issues, but because of the review process, no time frame can be given on when the app will appear in the App Store – but there will presumably be an announcement once it is available.
Android Client
Having started much later than the iOS version, which remains the Lab’s focus, the Android version is still at a somewhat earlier stage of development.
However, it is under active development.
When it is ready, it will likely follow a similar Alpha / Beta test process to the iOS version.
In-world Presence
In a change to earlier statements, Mobile app users will have an in-world location.
This will be in one of several special “Mobile” regions. However:
As Mobile users have no 3D world view, these regions are not landscaped or populated in any way.
Access is restricted to those using the Mobile app, general access by users on the viewer or other clients is not allowed.
Currently, three Mobile regions have been set-up.
General Capabilities
Note: this is a reiteration of notes from earlier updates on the SL Mobile client.
It should initially be regarded as more of a communicator / companion app than a fully-rounded client. The initial intention for the client is to provide users with a means of maintaining basic contact with other users whilst away from their main means of accessing Second Life.
As such, it will support logging-in to Second Life services to support IM and group chat support.
Capabilities such as having an in-world rezzing location, the ability to chat locally, support for scene rendering will be added over time.
However, in terms of any in-world rendering, this will not be part of any initial released (in the meeting it was described as “not even Soon™”), as LL are focused in just trying to get the basic app available to users as soon as reasonably possible.
Reporting and Updates in this Blog
Again, all information I’m able to provide through this blog, including future updates can be found under the SL Mobile tag, and can be accessed directly from the top menu options:
SL → User Group & Viewer → Viewers → Android & iOS and then selecting either:
There was no deployment to the core SLS channel regions on Tuesday, August 4th, leaving the majority of the grid running on server maintenance update 544832, designed to resolve issues with some internal service updates, chat range improvements and capability improvements.
There should be two RC deployments on Wednesday, August 5th:
Tools Update 2 RC viewer, version 6.4.6.545699, July 29.
Mesh uploader RC viewer, version 6.4.5.544027, July 27.
rrack Maintenance RC viewer, version 6.4.5.544465, July 6.
Love Me Render RC viewer, version 6.4.5.544028, June 30.
Project viewers:
Custom Key Mappings project viewer, version 6.4.5.544079, June 30.
Copy / Paste viewer, version 6.3.5.533365, December 9, 2019.
Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, November 22, 2019.
Legacy Profiles viewer, version 6.3.2.530836, September 17, 2019. Covers the re-integration of Viewer Profiles.
360 Snapshot project viewer, version 6.2.4.529111, July 16, 2019.
Region Crossings
As noted in my previous SUG meeting update, Simon Linden has created a fun challenge people can take to test region crossings on Aditi, where the Blake Sea regions have been cloned and are running on AWS services.
However, ahead of the challenge being issued, changes were made in how region crossings are handled by the simulators, and these have seen significant improvements in crossing performance (with the exception of corner-to-corner crossings). As a result, the same updates are to be deployed to an RC channel in week #33 (the week commencing Monday, August 10th, 2020).
A video documenting region crossings using the updated code / handing on Aditi has been published on You Tube by the MIRAI group.
Note: If you still want to try Simon Linden’s Aditi region crossing challenge, go to secondlife://Aditi/secondlife/Morris/200/207/34 on the BETA (Aditi) grid and click on the red egg-shaped thing. It will give you the “Blake Sea Challenge” object which should be worn so it can give you instructions for sailing / flying / motor-boating around the 46 regions. See if you can make it without doubling back!
Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates for the week ending Sunday, August 2nd
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
Current release viewer version 6.4.4.543157, dated June 11th, promoted June 23rd, formerly the CEF RC viewer – ROLL BACK..
Uses new viewer build tool chain, but does not include any user-facing updates outside of bug fixes.
Release channel cohorts:
Tools Update 2 RC viewer updated to version 6.4.6.545699 on July 29th.
Mesh uploader RC viewer, version 6.4.5.544027, issued July 27th.
On Tuesday, July 28th, 2020, Firestorm released a beta version of their viewer – 6.4.5.60799 – that provides support for the Lab’s Environment Enhancement Project (EEP), and which includes a number of other Lab-specific updates to the viewer, such as the Camera Presets capability.
There are a number of points of note to make about this viewer, which may influence people’s choice on whether or not to try / adopt it:
While it contains the EEP updates, the following should be kept in mind:
There are a number of known issues with EEP, several of which currently have fixes contained within the Lab’s Love Me Render RC viewer (version 6.4.5.544028, dated June 30th, at the time of writing), and which is being prepared to be promoted to de facto release, possibly in the next 2-3 weeks.
There is a known performance hit related to EEP, for which an interim (and unsatisfactory) fix can be to disable Linden Water rendering (CTRL-ALT-SHIFT-7), even if Linden Water is occluding in your view. The underpinning causes of this issue are still being investigated.
Given its beta nature, this version of the viewer has not passed Firestorm’s QA cycle, nor are there formal release notes, although general notes on this version can be found here.
Because of the above, the following is not a full overview of the release; I will provide one once this version of the viewer reaches a formal release status. Instead, this article is designed to provide a general overview of the core visible changes in Firestorm 6.4.5: those of the EEP integration and particularly how it has been integrated with Firestorm’s Phototools floater, and those of the Camera Presets, which differ slightly to their implementation in the official viewer.
Installation
As this is a beta release:
There is no need to do a clean install.
By default, it will be installed into a different folder to the release version of Firestorm you have installed.
If you encounter issues with Firestorm 6.4.5, it is important you preserve your log files before starting any session using the release version of the viewer, and make sure you zip and attach them to any Jira you file.
Linden Lab Derived Updates Overview
Firestorm 6.4.5 incorporates updates from the following Linden Lab viewer releases:
Second Life Release Viewer version 6.4.4.543157, the Chrome Embedded Framework (CEF) Update 2020 – provides better support for media playback options win the viewer, including the ability to live stream into Second Life.
Second Life Release Viewer version 6.4.3.542964, the FMOD Studio viewer, dated May 29th, 2020 – updates the viewer audio playback support to use FMOD Studio.
Second Life Release Viewer version 6.4.2.541639, the Camera Presets viewer, dated May 11th, 2020 – see Camera Presets, below, for more.
Second Life Release Viewer version 6.4.1.540593, the Zirbenz Maintanence viewer, dated April 27th, 2020.
Second Life Release Viewer version 6.4.0.540188, the Environment Enhancement Project (EEP) viewer, dated April 17th, 2020 – see below for more.
Camera Presets
Camera Presets provides the ability for users to create one more more custom camera presets to define where and how the viewer camera is placed relative to your avatar, More than one set of presets can be created and saved, so that you can, for example have a camera position for general exploring, another suitable for combat games, another for building, etc., all of which can easily be accessed and used at any time via the Camera Presets drop-down.
Firestorm’s Camera Presets Options – note that depending on the viewer skin you are using, the Camera floater (middle left, above) many have a slightly different layout to that shown
For a general introduction to Camera Presets, please refer to: Tutorial: Viewer Camera Presets. However, when doing so, please note that:
The Firestorm Camera Floater is laid out differently to the official viewer, being more compact, as show in the image below.
If you wish to manually set a camera position using the camera controls (orbit / tilt and slide left/right / up/down), you must open the Camera Position floater via the Position… button, and then save adjustments from that floater, as adjustments cannot be saved directly from the Camera floater, as is the case with the official viewer.
Environment Enhancement Project (EEP)
There’s unlikely to be many people who have not heard of the environment Enhancement Project (EEP). But in short:
Replaces the use of Windlight .XML files to control the water and sky environments seen in Second Life.
Environment settings are saved within environment assets that you can keep in your inventory and / or share with others.
Environments can be applied to a region or to a parcel (subject to region permissions) and / or to your avatar (thus allowing those travelling in vehicles to maintain a consistent environment across multiple region crossings).
Allows up to four different, independently controlled sky layers.
Allows the Sun, Moon and Cloud textures to be replaced with custom textures uploaded to the viewer.
Provides an extended day cycle of up to 168 hours, thus allowing a 7-day, 24-hour day / night cycle to be defined, for example.
Provides a Personal Lighting floater that allows you to make viewer-side adjustments to the local environment for the purposes of photography.
Provides new LSL functions to allow scripts to interact with parcel environments and that can be used with experiences.
EEP Resources
EEP is a large and complex overhaul of environment settings for Second Life, and there are numerous resources available for it. As the Firestorm implementation is more-or-less as per the official viewer, I offer the following links to resources:
One of the popular elements within Firestorm is the Phototools floater. The Windlight (WL) tab, opened by default when accessing Phototools, has been revised for EEP, as shown in the image below.
The pre-EEP Phototools WL tab (l) and the EEP version (r). (1) The Drop-downs now select Day, Sky and Water settings from the Library → Environments folder; (2) Personal Settings button – opens the Personal Settings floater, allowing you to adjust the environment as seen in your viewer. This button essential replaces the Edit Sky Preset and Edit Water Preset buttons in the “old” Phototools WL tab; (3) cancels any changes made through the Personal Settings floater; (4) Pause Clouds – does what it says on the label; (5) Shared Environment – causes the viewer to use the local parcel / region environment.
Additional EEP Notes
There are around 200+ EEP environment settings to be found in the Library → Environments folder. These have been provided to Linden Lab by Whirly Fizzle of the Firestorm team.
As noted in the image above, these can be accessed via the WL tab in Phototools and via the drop-downs in Quick Prefs.
If you want to edit these any of the environment settings in the Environments folder, you must first copy them to a folder in your inventory (e.g. your Settings folder, or a sub-folder within it).
As per my tutorial, you can import the windlight settings you have on your local drive and convert them to EEP settings – see Importing Windlight Settings as EEP Assets.
For OpenSim
For OpenSim users, there are 3 key points:
The viewer incorporates Windlight ↔ EEP interoperability, allowing EEP viewer users to visit legacy Windlight regions.
The viewer supports the new OpenSim 0.9.2 with EEP, code-named “Ugly Sky.”
There is now a fast-entry grid feature on the login screen; simply enter a URI to add a new grid.
In addition, the last Firestorm OpenSim Release had a bug that caused crashes when rezzing items. This bug was responsible for 70% of all reported FS OpenSim crashes on the 6.3.9 version, and it has been fixed.
General Observations
Given Firestorm 6.4.5.60799 is a beta release and not a fully polished formal release, it may not be suitable for all users at this point in time – and this should be kept in mind when considering it. Should you decide to do so, again please remember:
Firestorm 6.4.5 can be installed alongside any current release of Firestorm, so you can swap between them.
Firestorm 6.4.5 has not been fully QA’d, so if you do encounter reproducible issues, please ensure you raise a bug report on the Firestorm JIRA.
With respect to EEP in particular:
Please take time to read the known issues in the beta release notes and, for EEP, those on the EEP viewer release notes from Linden Lab).
There are a number of EEP fixes forthcoming in the Love Me Render viewer (e.g: fixes for EEP specularity issue – BUG-228781 and BUG-228581, and for BUG-225784 “BUG-225446 regression – HUDs are again affected by environment setting”). It may also include additional fixes.
Linden Lab is still working on issues such as BUG-229079 “[EEP] Density multiplier does not allow full range of settings to be saved/loaded” and BUG-229031 “[EEP] Water has a large performance hit on EEP”.
There are known performance (FPS) issues with EEP / this version of Firestorm.
This version of Firestorm will likely go through a number of iterations prior to reaching formal release status.