As always, please refer to the server release thread for updates and the latest news.
There was no deployment / restart on the Main (SLS) channel on Tuesday, September 18th, leaving that channel running on 17#17.09.01.508236.
On Wednesday, September 19th, the RC channels should be updated as follows:
BlueSteel and LeTigre should receive a new server maintenance package, 17#17.09.14.508549, comprising improvements to address some problems that could degrade simulator performance in rare cases.
Magnum should receive a new server maintenance package, 17#17.09.14.508533, containing a fix for BUG-100505 “llGetEnv (“agent_limit”) is returning an empty string in Magnum, LeTigre and Blue Steel regions.”
Commenting on the RC releases at the Simulator User Group meeting on Tuesday, September 19th, Simon Linden said:
[we] have two very similar RCs out tomorrow, the later version just has one extra bug fix in it … which will either be really good or bad … we’ll see 🙂 … it involves an underlying library update … usually that’s all good [but] sometimes subtle changes cause all sorts of breakage. So far it looks good to us … but that’s what shipping updates is all about, I guess.
On a positive note, with these updates and some still in the pipeline, I think we’re making good progress against some of the bigger crash issues we recently had with system outages.
SL Viewer
On Tuesday, September 19th, the Maintenance RC updated to version 5.0.8.329065. The rest of the viewer pipeline remains unchanged from the end of week #37:
Current Release version 5.0.7.328060, dated August 9, promoted August 23rd – formerly the Maintenance RC
Release channel cohorts:
Wolfpack RC viewer,version 5.0.8.328990, dated September 12th – this viewer is functionally identical to the release viewer, but includes additional back-end logging “to help catch some squirrelly issues”
Alex Ivy 64-bit viewer, version 5.1.0.508209, dated September 5th
Voice RC viewer, version 5.0.8.328552, dated September 1st
Obsolete platform viewer version 3.7.28.300847, dated May 8th, 2015 – provided for users on Windows XP and OS X versions below 10.7. This viewer will remain available for as long as reasonable, but will not be updated with new features or bug fixes.
Other Items
AO / Animation Priorities
Over the past 3 weeks or so, some people have noticed changes to apparent AO / animation behaviours which appear to mimic priority conflicts. A typical example is someone sitting on an AVSitter item and finding after a few seconds that there AO suddenly overrides the sitter’s animation, forcing them to disable their AO where previously they did not, or someone joining a dance HUD / system and finding their AO overrides the dance animation, causing them to stand, again forcing them to turn off their AO, where previously the two played together nicely.
The problem seems to be more common with those wearing AO HUDs. In most cases I’ve heard about, there has been a claim of no user change to the AO system (i.e. using a new or updated AO) or in the furniture or dance system animations / scripts.
It has been suggested that a fix for BUG-11501 might be responsible, although there seems to be some confusion over the status of the fix for this bug.
Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates for the week ending Sunday, September 17th
This summary is 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.
Official LL Viewers
Current Release version 5.0.7.328060, dated August 9th, promoted August 23rd – No change
Wolfpack RC viewer updated to version 5.0.8.328990, September 12th – this viewer is functionally identical to the release viewer, but including additional back-end logging “to help catch some squirrelly issues.”
Maintenance RC viewer, version 5.0.8.328951, released on September 11th.
The following notes are taken from the Content Creation User Group meeting, held on Thursday, September 14th, 2017 at 13:00 SLT at the the Hippotropolis Camp Fire Circle. The meeting is chaired by Vir Linden, and agenda notes, etc, are usually available on the Content Creation User Group wiki page.
Medhue Simoni live steamed the meeting to You Tube, and his video is embedded at the end of this article. However, due to power issues at his end, the first few minutes are missing from the recording. Time stamps to that recording are included below, and clicking on any of them will launch the video in a separate browser tab at the assigned point. However as these notes present the meeting in terms of topics discussed, rather than a chronological breakdown of the meeting, time stamps may appear to be out of sequence in relation to the recording.
Animesh (Animated Mesh)
“I like the name ‘animated objects’ because I think it’s unambiguous, but it takes a long time to type!” – Vir Linden joking about the name “Animesh”.
Project Summary
The goal of this project is to provide a means of animating rigged mesh objects using the avatar skeleton, in whole or in part, to provide things like independently moveable pets / creatures, and animated scenery features via scripted animation.
Animated objects can be any rigged / skinned mesh which is correctly flagged as an animated object (so it has a skeleton associated with it), and contains the necessary animations and controlling scripts in its own inventory (Contents tab of the Build floater) required for it to animate itself.
The capability will most likely include a new flag added to an existing rigged object type in order for the object to be given its own skeleton.
At this point in time, this is not about adding fully functional, avatar-like non-player characters (NPCs) to Second Life.
Animated objects will not (initially):
Have an avatar shape associated with them
Make use of an avatar-like inventory (although individual parts can contain their own inventory such as animations and scripts)
Make use of the server-side locomotion graph for walking, etc., and so will not use an AO
Use the avatar baking service
The project may be extended in the future.
It will involve both back-end and viewer-side changes, likely to encompass new LSL commands to trigger and stop animations (held in the object’s contents).
Project Viewer
[pre-video start and 46:06-46:40] Work on the viewer is focused on cleaning up how the viewer handles animation when dealing with Animesh objects, as there are some elements which simply aren’t used. The transform matrix has been adjusted, so that Animesh attachments now look as if they are attached to the avatar, rather than potentially floating somewhere reasonably close to it (so an Animesh object attached to a hand will now appear attached to the hand and move with the hand, for example). Further work is required, but things are now behaving a lot better; there’s still no ETA on the appearance of the project viewer, however.
Animesh Constraints
Some basic constraints on attaching Animesh objects to an avatar or in-world, and on the overall allowable complexity of Animesh objects have yet to be defined and incorporated into the viewer. These are necessary to prevent Animesh objects negatively impacting performance to an undue degree. The initial constraints set within the project viewer will be subject to refinement in testing.
[32:21-33:06] In terms of avatar attachments, there is already a server-side limit on how many attachments can currently be worn by an avatar (38), so the Lab could look at the type of attachments being used, and limit Animesh in terms of an allowed number within this global attachment limit (e.g. 2 out of the 38 global limit for attachments may be Animesh).
Load Testing
Alexa provided a couple of GIFs demonstrating Animesh. The first showed her army of dancing bears – around 100 – all happily dancing on a region without causing an appreciable load.
Alexa’s army of dancing bears. Note that these are not actual avatars connected to the simulator via individual viewers; they are purely in-world objects being animated by scripts they contain driving a set of animations also contained within them.
[13:39-16:54] However, whether populated regions (in terms of avatars and objects) could handle such a load is open to question. Also, these bears are all the same optimised mesh, and are probably not placing the kind of load on the simulator and viewer as would be in the case of multiple and different kinds of mesh with varying levels of complexity. To help determine reasonable limits, the Lab will be establishing some test regions once the projects viewer is available, to allow for more comprehensive testing with assorted Animesh models, and which will used to further refine the Animesh constraints noted above.
[18:11-18:40] As a part of her own testing, Alex also intends to use the mesh starter avatars produced by the Lab, mixing them together in a scene using different animations, etc., to see how things behave.
Animesh and Pathfinding
[10:35-11:14] A couple of previous meetings have raised the idea of Animesh working with Pathfinding (the means by which scripted objects – people, animals, monsters, etc,– be set to move in a region / parcel and react to avatars, etc). Dan Linden is looking into how Animesh and Pathfinding might work together, and he and Alexa shared a GIF image of some of the work, with some of Alexa’s dancing bears skating around their own pathfinding routes, which provide a quick demonstration that the two can likely be used together.
Dancing Bears following pathfinding Navmesh routes
Alexa has also been experimenting with Animesh and ice-skating, taking the view that having creatures and animals ice-skating in winter scenes (which can actually be common in “wintered” regions, with skating penguins and the like).
Animesh Attachments: Fluidity and Clothing
How smoothly attached Animesh objects work is liable to be dependent upon the animations themselves, and whether or not they move the object’s pelvis bone or nor. As with all things, some experimentation and fine tuning is likely to be required be creators in order to optimise the motions of their Animesh attachments.
Some people have been looking at Animesh as a means to get clothing to move more naturally with an avatar. However, as Vir pointed out in the meeting, utilising additional skeletons in clothes may not be the most efficient way to achieve this, when it should be possible – with a little care – to use existing some of the bones in the avatar skeleton to achieve the same results (e.g. skinning the cloth of a gown or skirt or cape to the wing bones, etc).
This would allow the clothing to move far more seamlessly and in sync with body movements than could be achieved with Animesh attachments, which would not have any direct means of syncing with an avatar’s movement.
Root Positioning
[1:39-3:03] Vir is has been working on aligning the root joint of a skeleton associated with a Animesh to the position of the object in-world. Sometimes this gives good results, sometimes it doesn’t, resulting in objects jumping around when animations is played or moving into the air or sinking into the ground, etc, as the server thinks they are somewhere else than the visual position shown in the viewer. Because of the mixed results, he’s considering alternative approaches, such as using the object’s bounding box, and will be exploring options before pushing out any project viewer. One of the balances he’s trying to achieve is presenting a nice visual result without over-complicating what has to be done in order to achieve that result.
Changing the Orientation of the Skeleton via LSL / LSL Commands
[34:12-34:45] Will there be a scripted function to change the default orientation of a skeleton to match an Animesh object? Conceivably; however, Vir is hoping to develop a reasonable default behaviour when attaching a skeleton which will allow simple editing of the object to achieve the desired result, if required. Should this be shown not to work sufficiently well enough, additional LSL support will likely be looked at.
[4:54] A question was asked about the list animations command (LlGetObjectAnimationNames). This is one of three new LSL commands being introduced to support Animesh – please refer to my week #35 CCUG update for details on these.
As the Lab’s 64-bit Alex Ivy viewer progresses through release candidate stage and the point where the code is regarded as a stable enough for TPVs to start picking up, viewer developers having been doing just that.
First out of the v5-stage gates at the start of September was Nicky Perian with 64-bit versions of Kokua for Windows and Mac. Towards the middle of the month, NiranV Dean issued a 64-bit version of Black Dragon for Windows.
It should be noted that in neither case are the provided 64-bit viewers the final, polished article. Nicky has clearly labelled his versions as test releases, which Niran is referring to his as an alpha series of releases.
I’ve not driven either viewer to any great extent, so the following is more informational than anything else. Please refer to the links at the end of this article for all download links to the viewers.
Kokua 64-bit
The Kokua 64-bit builds come in both RLV and non-RLV versions. Each is functionally identical to the other, with the exception of … RLV inclusion. For convenience, I downloaded the 64-bit Windows version with RLV. all of the versions are based on the Lab’s Alex Ivy code base.
The Windows viewer builds include the SL Launcher .EXE, designed to ensure the correct version of the viewer (32-bit or 64-bit) is installed on your PC when updating the viewer. However, at this point, neither actually utilises it directly: the installation short-cut for the viewer points directly to the viewer .EXE. As the Launcher is also intended to start / terminate the viewer’s crash logging, and given – if I recall correctly – Kokua utilises the Lab’s viewer update process, I assume use of the Launcher may / will be folded-into the Kokua’s 64-bit Windows flavours in the future.
Beyond this, the viewer is functionally identical to the last full release of Kokua (5.0.6.41208), with additional updates from the more recent LL viewer releases since that date. This means the 64-bit viewer now includes the Asset HTTP updates from the Lab and the current release version (5.0.7.328060). I understand the 32-bit versions of the viewer have also been merged with these updates, but have not been formally released.
Nicky does note that there are some issues with the Mac 64-bit version of the viewer, some of which prompted an update following an initial release of the test viewers. Some of these have been logged via JIRA with the Lab (such as BUG-41395). For those downloading and trying the viewer, he particularly requests that feedback be given on notifications and taking / processing snapshots, which have caused noticeable issues in merging the code (obviously, feedback on other aspects of the viewer and problems encountered is also welcome).
Black Dragon 64-bit
Black Dragon currently has the SL Launcher removed. This generates a warning on starting the viewer, advising users to run things from the Launcher and to update short-cuts accordingly. However, it doesn’t interfere with the viewer’s operations.
The 2.9.0 64-bit version incorporates Niran’s more recent updates up to his 32-bit 2.8.2 release. For those with hardware which can handle it, Black dragon continues to offer a graphics experience several points above other viewers. For some people, this is somewhat mitigated by the viewer’s menu system presentation, which can take a little getting used to but really isn’t that hard to steer around. The large number of graphics options exposed / added can be a little frightening to those not into graphics tweaking – but again, there’s no real need to play around with any you’re not familiar with when adjusting settings.
In addition to the 64-bit iteration, the viewer includes further refinements to SL shadows, including an attempt to deal with a particular annoyance for photographers: disconnected shadows. That is, shadows which just fall short of actually visually connecting with the object casting them, and which at time no amount of jiggling with settings such as shadow quality and/or shadow bias can fix. A further change is that HTTP pipelining has been disabled within the viewer.
Rough-and-Ready Performance Notes
The benefits in using 64-bit versions of the viewer – for those who can – are much better memory utilisation and potentially a reduced crash rate and, potentially, a boost in overall viewer performance. In terms of the latter, and while direct comparisons are always subjective (and dependent upon some factors outside of your control, such as the complexity of any other avatars in your field of view / in the region, etc), I carried out some very rough-and-ready tests using ~Neive~ as my testing-point, and with the viewers all set-up according to my review system specifications.
Baseline test location: ~Neive~ 199, 155, 27, facing west, with three (or in the case of the Black dragon 32-bit version test, four) avatars within draw distance. All measurements were taken after setting the preferences in each viewer, and clearing object and texture caches before doing a fresh load to ensure each viewer had the scene locally cached. I then launched each viewer in turn, let the scene load from cache, measured, shut-down and launched the next & repeated.
Viewer
FPS Static
FPS panning left / right
Firestorm 64-bit 5.0.7.529121
25
22-28
SL Alex Ivy 5.1.0.508209
38
33-38
Kokua 32-bit 5.0.6.41208
23
20-23
Kokua Alex Ivy 5.1.0.42217
37
34-37
Black Dragon 32-bit 2.8.22
36
33-38
Black Dragon 64-bit 2.9.0 Alpha2
45
33-46
Notes:
Firestorm 64 is currently not using the Lab’s 64-bit code base, and so might be considered an indirect comparison, rather than a like-for-like code base comparison.
Black Dragon has many additional exposed / tweaked graphics options, and a number of defaults somewhat different to the default viewer. In measuring, I attempted to tweak the viewer back more towards the default viewer.
Also note that the static fps numbers are a median based on fluctuations in numbers; the panning figures represent the average high/low fps values when panning. All measurements taken via the Stats floater (CTRL-SHFT-1) to ensure consistency of displayed floaters in the viewer.
As indicated towards the top of this article, I’ve not really played that much with either viewer, so cannot comment in-depth on overall performance / stability, etc.
As always, please refer to the server release thread for updates and the latest news.
On Tuesday, September 12th, 2017, the Main (SLS) channel was updated with the same server maintenance package,17#17.09.01.508236, as deployed to the BlueSteel and LeTigre RCs in week #36. It is described as comprising internal fixes.
On Wednesday, September 13th, the RC channels should be updated as follows:
LeTigre and Magnum should receive a new server maintenance package, 17#17.09.08.508350 containing some internal HTTP fixes, described by Rider Linden as being, “pretty deep in the internals mostly having to do with how the server handles callbacks. [They] mostly have to do with an issues on the response event. There was a rare case that could cause a crash.”
BlueSteel (and the smaller Cake RC) should receive a new server maintenance package, 17#17.09.08.508343, comprising some internal simulator changes.
Week #36 Region Return Issues
Following the RC deployments on Wednesday, September 6th, a number of regions across the grid experienced widespread object returns, resulting multiple forum threads (see here for an example). While some of the reports pointed a finger at the Magnum RC deployment as the cause, issues were also experienced on regions on other simulator channels as well.
The returns were triggered by objects within the affected regions having their physics shapes changed. This resulted in many objects undergoing an increase in their LI, prompting the returns as they exceed region / parcel allowances (see BUG-134270, and BUG-134271) and also meant that some objects which remained in-world, or which were placed out again by their owners could not longer be navigated by avatars (e.g. doorways appeared to be invisibly blocked, stairways couldn’t be climbed).
Commenting on the issue during the Simulator User Group meeting on Tuesday, September 12th, Oz Linden stated:
The problem is pretty well understood, and we’re working on it… it’s actually been around for a long time, but some bad luck has triggered it a couple of times lately it’s a timing thing, and the window where it can happen is narrow … It can happen on any restart, but only if there are other simultaneous back-end problems; fortunately, those are usually rare – or rather, they had some root causes in common.
We do have a change in progress that we think will prevent that kind of large-scale returns … or at least that particular way of triggering them.
One of the critiques in this situation has been the apparent lack of response to the issue by the Lab – and it is one that could have perhaps benefited from a blog post or a response through one of the forum threads to the effect that the matter had been noted and the underlying cause being looked into. Responding to similar criticism made during the SUG meeting, Oz also said, “Actually, I just came from a meeting in which we were discussing how to respond more quickly to things like that on the forums.” Hopefully, the discussions will result in more positive responses to major issues raised through the forums in future.
Week #36 Outage
Week #36 also saw a further significant outage with Second Life services involving the platform, log-in services and so on. So far, there has been no definitive explanation as to what happened, but hopefully a post-mortem blog post will be forthcoming from April Linden or one of the Ops team in the near future.
SL Viewer
On Monday, September 11th, the Maintenance RC viewer updated to version 5.0.8.328951.
The Wolfpack RC updated on Tuesday, September 12th to version 5.0.8.328990. This viewer is functionally identical to the release viewer, but includes additional back-end logging “to help catch some squirrelly issues”.
The rest of the official viewer pipeline remains unchanged from the end of week #36:
Current Release version 5.0.7.328060, dated August 9, promoted August 23 – formerly the Maintenance RC
Release channel cohorts:
Alex Ivy 64-bit viewer, version 5.1.0.508209, dated September 5
Voice RC viewer, version 5.0.8.328552, dated September 1
Obsolete platform viewer version 3.7.28.300847, dated May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.
Environment Enhancement Project
Rider Linden has recently been pulled away from the Environment Enhancements Project (EEP, aka “Windlight updates”). However, he notes that he is making progress on the viewer side of things. Commenting on his current work with the project, Rider said:
The changes I’m making right now are adding some new classes that can handle the .settings assets. I’m wiring them into the environment on the viewer side. I’m trying to clean up the entire environment manager and the location that the windlight parameters are used/calculated/stored as I go (currently it is spread across about 1/2 a dozen source files for skys alone.).”
He also noted that he has yet to start on the scripted support for EEP, and it is likely that both the new Windlight assets and a project viewer will appear before the new scripting capabilities make their appearance. Quite when the assets and viewer will appear isn’t certain, and Oz Linden noted that there is a certain amount of infrastructure work to be done in connection with EEP.
In Brief
There has been some criticism of the server release notes being somewhat vague (e.g. “internal fixes”), the reason given for this is that the Lab prefers to be obscure about some changes rather than offering potential clues on possible griefing vectors / fixes for griefing vectors.
The keen-eyed may have noticed that the number of server release packages has changed, from ##.##.##.3##### to ##.##.##.5#####. The “5” signifies the package has been built on the Lab’s new simulator build system, with the increase made to avoid possible collisions between build versions.
Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates for the week ending Sunday, September 10th
This summary is 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.
Official LL Viewers
Current Release version 5.0.7.328060, dated August 9th, promoted August 23rd – No change
Wolfpack RC viewer 5.0.8.328879, released September 8th – this viewer is functionally identical to the release viewer, but including additional back-end logging “to help catch some squirrelly issues.”
The Alex Ivy 64- bit viewer updated to version 5.1.0.508209 on September 5th.