Cinder Roxley continues with her promise to maintain and improve the Radegast lightweight client for Second Life and OpenSim, and on July 15th she released version 2.24, which sees a range of improvements, both visible and under-the-hood.
In terms of user-visible changes, Radegast2.24 allows:
Triggering gestures directly from nearby chat, just as you would from any viewer (e.g. by whatever trigger is set for the gesture – such as “/hey”).
The wearing of multiple system layers (multiple pants, shirt, jacket, tattoo, layers), again as has been the case with the viewer for the last several years.
An audible “pop” sound when blue notifications open, to assist the visually impaired when notifications are received.
Under the hood are even more changes, with Cinder continuing to refactor and improve the code – notable focusing on the plug-ins manager, and a new tarball for Linux installation. In the case of the latter, Cinder notes you need to have a recent (4.6.x or later) version of mono installed, together with the latest patch set.
The tarball could potentially be used with Mac OSX, although Cinder also states, “it will run if you put a lot of effort into configuring Mono and Xquartz to properly handle WinForms … but WinForms is poorly supported on MacOS.” She goes on to say she’s still working on getting the client more readily installable on Mac OSX.
The Linux installation has not be thoroughly tested, so if you are a Linux user and would like to help Cinder, please download and install 2.24, and record any issues you encounter on the new Radegast issue tracker.
If you are a coder / developer, and would like to assist in maintaining Radegast, please contact Cinder Roxley.
Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates for the week ending Sunday, July 16th
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 5.0.6.326593, released on May 26th, promoted June 20th – formerly the AssetHTTP RC viewer – overview – download and release notes – No change
Content Creation User Group Meeting, Hippotropolis Camp Fire Circle
The following notes are taken from the Content Creation User Group meeting, held on Thursday, July 13th, 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.
Audio extracts are provided where relevant. Note that this article is organised (as far as possible) by topic, and does not necessarily reflect the chronological order in which items were discussed. Medhue Simoni live steamed the meeting to You Tube, and his video is embedded at the end of this article. Time stamps in the text refer to that recording, and will open the video at the relevant point in a separate browser tab for ease of reference.
Note that the region crashed at around 56 minutes into the meeting.
Animated Objects
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.
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)
It 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.
Recent Progress
[1:50] The issue with current viewers crashing when used on a region where the server-side support for animated mesh has been enabled (due to the viewer receiving unrecognised messages from the simulator) appears to have been resolved.
Vir is working on ways to get a good match between the object position in-world and the skeleton position, and this will likely be the subject of a future meeting discussion.
[6:30] As animated objects are set using a flag, any that are modifiable will be switchable as animated or not by users.
[17:20] There currently isn’t any documentation on animated objects, but hopefully by the time the project viewer appears, information will be made available on what animated objects can do, how they can be used, etc., together with some test files.
[29:16] There is still no date on when a project viewer is liable to appear.
[52:58] A reminder that the current project isn’t intended to solve for all potential uses of animated mesh; things like “full” NPCs utilising their own avatar-like inventory for bakes, etc., support of attachment points for non-rigged objects, etc, are seen as more ambitious, and thus follow-ons.
Attaching Avatars and Animated Objects To One Another
[9:34 and 1:02:12] This follows on from the last meeting. No decision has been made on whether or not it will be implemented as an initial part of the animated mesh project, as it involves several complications (such as defining some kind of skeletal hierarchy to differentiate between avatar skeleton and animated object skeleton). Vir’s thinking is perhaps to push to get a project viewer out without any such capability, and use that as a means to generate feedback on what people would like to see and how they think it might work.
Bakes on Mesh
Project Summary
Extending the current avatar baking service to allow wearable textures (skins, tattoos, clothing) to be applied directly to mesh bodies as well as system avatars. This involves server-side changes, including updating the baking service to support 1024×1024 textures. This may lead to a reduction in the complexity of mesh avatar bodies and heads.
Recent Progress
[2:59] Anchor linden is continuing to make progress on this work. It seems the update to support 1024×1024 textures is now complete (or pretty much so), as Vir indicated that the next step is performance testing the baking service in handling 1024×1024 bakes.
[5:53] The updated system should allow textures of different sizes (512×512 and 1024×1024) to me mixed and correctly composited, but testing will be required to confirm this.
[7:30] The mechanics of how bakes are to be applied to meshes is still being worked out. Vir’s thinking it will be another editable property which can be used with meshes to determine which face(s) on the mesh use the baked textures.
Supplemental Animations
Project Summary
To provide server-side support for running multiple animations without them clashing (e.g. wings flapping without interfering with walking).
Status
No progress thus far. Once the animated objects project viewer is available, supplemental animations will likely get some attention.
Other Items
Limits
[11:23-21:25] Removing the 5m bone translation limit: A question was asked about removing the 5m bone translation limit from its origin to allow for really, really large avatars. The belief behind the question being that this was a recent change which now prevents translations greater than 5m where previously they code be encoded and uploaded.
This lead to a lengthy discussion which encapsulated the idea that the limit appears be deeply embedded in the animation system, and has has always been there; disputes on whether or not it was possible using .ANIM files rather than .BVH, suggestions that an earlier version of the .ANIM format (v.0 – although long dead) may have allowed it, etc.
Vir’s stated belief is that the limit is too deeply embedded in the animation system to have ever been different, although he acknowledged that as the Lab has tightened a range of limits to ensure they are properly observed by the system, it is possible that the limit is now being more rigorously enforced. Either way the limit is unlikely to change. It was also pointed out that rotation, joint position, and scaling the mPelvis bone up are all means by which larger avatar models could be produced.
The core voice comments from Vir are below, please refer to the video for the full conversation – which was also partially text-based.
[22:38 and 31:12] Increasing the animation limit: this has previously come up for discussion. Currently, SL should support up to 64 concurrent animation motions playing at one time per agent (e.g. walks, arm swings, wing flaps, tail swishes, etc.). However, how many can be reliably played at any one time without encountering problems might be lower. A request to increase the limit was made on the basis of then allowing LSL-based description of join positions which could be translated into animations, to allow improved scripted locomotion of NPCs.
[+/-35:45 onwards] Pivot point support and improved IK support: There is a largely text-based discussion on pivot point support for mesh and improved Inverse Kinematics (IK) support / targeting to allow for better interactions between avatars and avatars and objects (e.g. with IK, being able to have avatar hold hands, “grip” a ladder and climb it, etc). Pivot points would allow improved rotations (doors swinging at the hinge, for example) – although it was pointed out that animated mesh could achieve the same goals.
This conversation touches on having custom / arbitrary skeletons in Second Life – although as Medhue Simoni has pointed out, the Bento skeleton already allows for a fairly wide range of “custom” quadruped and biped skeleton forms to be created. As it is, arbitrary skeletons are not something the Lab will be tackling in the near future.
This week’s deployment notice was thrown into disarray due to an 11th hour hitch in deployment plans.
Main (SLS) Channel
The planned deployment to the Main (SLS) channel did not go ahead on Tuesday, July 11th, which would have seen it receive the new server operating system update, which had been on test on the Magnum and Cake RC over the last couple of months. Instead the channel remains on simulator version #17.06.12.327066, originally deployed on June 20th. As the channel was restarted in week #27 there was also not rolling restart.
Commenting on the pulled deployment at the Simulator User Group meeting on Tuesday, July 11th, Simon Linden said:
[It] got cancelled due to finding a last-minute bug. We’re scrambling to get that fixed and hopefully back in the RC servers tomorrow. It was [an issue] with other back-end services … it wasn’t managing connections the same way as before and thus they were getting overloaded.
When asked if it was a little ambitious deploying a major update directly from one RC to the Main channel without expanding it through the remaining RCs first, he said, “It’s a tough call, actually … how cautious to go in increasing releases like that. At some point it’s just best to get it out and see what happens. We have spent a bunch of time trying to decide the best route. That release has been frustrating how long it’s taken to uncover some problems, so more exposure is better, I think.”
RC Channels
There will be no deployment to either the BlueSteel or LeTigre RCs on Wednesday, July 12th. They will remain on simulator version #17.06.23.327344. This contains internal fixes, and an update to the week #25 deployment (#17.06.19.327206). As there was no deployment to these channels in week #27, they should receive a rolling restart.
The Magnum RC will receive an update to the operating system upgrade package on Wednesday, July 12th. Simulator version #17.07.11.327548 should contain a fix for the issue Simon noted above.
SL Viewer
No changes to the SL viewer pipelines, which remain as follows:
Current Release version 5.0.6.326593, dated May 26th, promoted June 20 – formerly the AssetHTTP RC viewer – overview
Release channel cohorts:
Project Alex Ivy 64-bit viewer version 5.1.0.507006 dated on June 30th
Maintenance RC viewer version 5.0.7.327250 dated on June 22nd
Voice RC viewer, version 5.0.7.327253 dated June 23rd
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.
Other Items
Simon Linden: 10 years in Second Life
Simon Reaches Ten
Simon Linden celebrated his the tenth anniversary of his rezday on Tuesday, July 11th. If he held a party, I wasn’t invited 😦 (joking!).
On a more serious note, a repeated Happy Rezday to Simon, who said of the occasion, “I wanted to give a big thanks to everyone for making this a really awesome fun place to work. I’m hoping for many more … or early retirement! :).”
Environment Enhancement Project (EEP)
Rider Linden hasn’t been able to progress the new Windlight environment enhancement due to a combination of working on other things and being on vacation.
This feature request – BUG-100487 – formed the backbone of the Simulator UG meeting on Tuesday, July 11th. It comes of the back of a multiple feature request (BUG-9666), although the other two items requested in that JIRA are seen as potential abuse vectors, and unlikely to be adopted.
The ability to have an non-changeable object creation key could have significant benefits, as outlined in the JIRA. Currently, the JIRA has been accepted by the Lab – meaning the idea is of interest to them, but does not necessarily mean it will be implemented.
Friday, July 7th saw a truncated TPV Developer meeting take place in lieu of the planned meeting for Friday, June 30th. As always, the video of the meeting is embedded at the end of this report, and my thanks to North for recording and providing it. Timestamps in the text below refer to that video, and will run the video from that point in a separate browser tab.
SL Viewers
[3:30] The Alex Ivy 64-bit release candidate viewer (version 5.1.0.507006 at the time of writing) is due to be updated in week #28 (commencing Monday, July 10th). The viewer is liable to receive further updates prior to any promotion to release status, as the Lab further refines the Windows SL Launcher.
As previously noted in these pages, the launcher is designed to detect which version of the viewer a Windows system can run. If it detects the system can run the 64-bit version of the viewer, it downloads and installs that, if not, it defaults to downloading the 32-bit version. An upcoming update to the viewer will include a debug setting to override this and force one or other version to be downloaded and installed (obviously, this will not work trying to run the 64-bit viewer on 32-bit Windows, but will allow the 32 viewer to be run on 64-bit Windows).
Crash rates for the viewer are elevated, but the Lab suspects this is down to the number of 32-bit versions being run.
[5:35] This leaves the current viewer pipelines as:
Current Release version 5.0.6.326593, released on May 26th, promoted June 20th – formerly the AssetHTTP RC viewer – overview
Release channel cohorts:
Maintenance RC viewer version 5.0.7.327250 dated June 22nd
Voice RC viewer, version 5.0.7.327253 dated June 23rd
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.
The 360 snapshot viewer should be updated with some fixes “soon”.
Server Updates
[6:05] The simulator version using the new Linux operating system update, currently deployed to the Magnum RC channel (server version 17#17.06.29.327400) should be promoted to the Main (SLS) channel on Tuesday, July 11th.
[12:07] This simulator version also includes the fix for DJ boards (see BUG-10073). Some people may need to update their board scripts.
JIRA Temporarily Closed to Comments
The Second Life JIRA has been temporarily closed to comments, because: idiots. Or to allow the Lab to explain it:
Recently, our bug reporting system (Jira) was hit with some spam reports and inappropriate comments, including offensive language and attempts at impersonating Lindens. The Jira system can email bug reporters when new comments are added to their reports, and so unfortunately the inappropriate comments also ended up in some Residents’ inboxes.
We have cleaned up these messages, and continue to investigate ways to prevent this kind of spam in the future. We appreciate your understanding as we work to manage an open forum and mitigate incidents like this.
In the short-term, we have disabled some commenting features to prevent this from recurring. This means that you will not be able to comment on Jiras created by other Residents. We apologize for this inconvenience as we look into long-term solutions to help prevent this type of event from occurring.
Other Items
The next Firestorm release is liable to be in September
[8:51] The Lab is looking at turning off the remaining UDP messaging for asset delivery on the servers in February 2018, although this is TBC. This means that viewers not running the latest HTTP updates will not be able to receive any asset data.
[17:41] The next scheduled TPV Developer meeting is Friday, July 28th
The following notes are taken from the Content Creation User Group meeting, held on Thursday, July 6th, 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.
Audio extracts are provided where relevant. Note that this article is organised (as far as possible) by topic, and does not necessarily reflect the chronological order in which items were discussed. Medhue was a little late to the meeting, and so missed the first 15 minutes. However, his video is embedded at the end of this article, and time steps to it, where applicable, are provided and will open the video at that point in a separate browser tab for ease of reference.
New Starter Avatars
The Lab issued new starter avatars on Wednesday, July 5th. Six out of the eight classic avatars utilised Bento extensions for rideable horses or wings. See my write-up on them for more.
Animated Objects
General Update
Work is continuing on trying to get linksets to work correctly. This is focused on ensuring there is sufficient back-end code to correctly handle multiple animated requests from different elements within an animated object.
Some general questions related to animated mesh were asked at various points in the meeting, these are addressed below.
Will animated objects use the Bento skeleton – yes.
[5:07] Will animated mesh allow the return of mesh UUID flipping (removed due to the ability being badly abused) – very unlikely.
[6:12] Where will animations for animated objects be stored? Within the object (or elements of the object) itself, and called via the object’s own scripts – as per scripted attachments on avatars are handled.
[7:15] Will animated objects use an AO? Not in the sense of an avatar AO, as animated objects will not make use of the basic system animations / locomotion graph. There was some debate over the effectiveness of using the AO system, although it was pointed out it could make it easier when having pets following you, running when you run, etc. One suggestion was that pathfinding might be adopted to act as a pseudo-AO.
[29:02] There is still no data on an animated objects project viewer will be available.
Attaching Avatars and Animated Objects To One Another
There is obviously considerable interest in enabling avatars and animated objects attach one to another. For example, being able to walk up to a free roaming horse and then mount it and ride it, or having a pet running around on the ground you could “pick up” and have it sit on your shoulder, move between your shoulders, look around, lie around your neck, etc.
Achieving this raises numerous issues – how should two skeletal objects attach one to another, how are the independent animation sets handled, how are they kept in sync, how the hierarchy is managed (which is the parent, which is the child, etc.
Some options have been suggested for allowing avatars to attach to animated objects – such by having a specific “sit bone” which could be targeted and then used as an anchor point to help maintain some semblance of synchronisation between the animated object and the avatar’s own animations. Feature request BUG-100864 offers a similar suggestion, utilising a scripted approach. Vir has suggested that this feature request perhaps be used as the basis for further discussion, and welcomes JIRAs on alternative approaches.
“First Pass” at Animated Objects
[09:59] Vir reminded people that the current work is only a first pass at animated objects, designed to provide basic, usable functionality. Providing more NPC-like capabilities: animated objects with locomotion graphs and using the system animations; attaching animated objects to avatars / avatars to animated objects; giving animated objects the notion of an inventory and wearables, etc., are all seen as potential follow-up projects building on the initial capability, rather than attempting to do everything at once.
Caching / Pre-loading Animations
Sounds and animations can suffer a noticeable delay on a first-time play if they have the be fetched directly at the time they’re needed. For sounds, this can be avoided by using LSL to pre-cache them (e.g. using llPreloadSound) so they are ready for the viewer to play when needed, but there is no similar capability for animations.
A feature request (BUG-7854) was put forward at the end to December 2015, but has not moved beyond Triage. Vir’s view is that pre-loading animations in a manner similar to sounds makes sense, should be relatively straight-forward and could help with syncing animations in general. However, whether or not it might / could be done within the animated objects project is TBD.
Other Items
Sample Code and Code Libraries
[11:39-27:45] Medhue Simoni opens a discussion on code availability – noting that Pathfinding had suites of example code which appear to have vanished, suggesting that the Lab could do more to provide more complex examples of how new capabilities could be used and then made available to everyone could help leverage such capabilities more effectively.
From this came ideas of open-sourcing more of the Lab’s own code for experiences (like Linden Realms), the potential for abuse this could present (people developing cheats for games), the complexities (or otherwise) of LSL coding, the fact that often when the Lab develops something, they’re not aware of exactly what directions creators will take it, and so masses of example code might be of limited value, etc., – although code demonstrating how to do specific things would undoubtedly be of benefit.
Vir points out that the Lab’s resources are finite for coding, and an alternative might be for a more recognised open-source repository to store, reference and obtain documented code and examples might be in order – there are already libraries and resources on the SL wiki, but these aren’t necessarily easy to navigate. There is also the LSL wiki – although this may be in need of update, as well as resources on a number of forums.
[25:47] Within this conversation, the question was asked if the 64Kb limit on scripts could be raised, and the short answer – as Vir doesn’t deal directly with the scripting side of things is – unknown.
[29:56-end] This conversation then spins out into the technical limitations of Second Life (CPU core usage, etc.) when compared to other platforms as seen by one creator. some of the broader comments in voice and text seem predicated on misunderstandings (e.g. the Lab is investing in newer hardware where possible, but are hamstrung by a need to ensure back compatibility with existing content, which sometimes limits just what can be done; the idea that the new starter avatars are No Mod – they’d fully mod, etc), and which also touches on the basic need for education on content creation (e.g. responsible text sizing and use), before spinning out into general concerns on overall security for content in SL.